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 Post subject: Combat system
PostPosted: Tue Mar 24, 2009 2:47 pm 
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Joined: Wed Mar 18, 2009 6:55 pm
Posts: 21
The two mods I like are:


Adrenaline fueled combat

http://www.tesnexus.com/downloads/file.php?id=20163

Deadly reflex

http://www.tesnexus.com/downloads/file.php?id=8273

We could use something similiar to those.

I reckon I can code something a bit more advanced than basic oblivion system...maybe not as advanced as those but better. What do you think?


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 Post subject: Re: Combat system
PostPosted: Tue Mar 24, 2009 5:04 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
Posts: 760
They look much more immersive than the basic system. Sure, take a look at what can be done, it should make some of the missions more interesting. I was thinking of one where a unit of the Holorian military are besieged in a town in Scatha, similar to Caesar stuck in Alexandria in the palace and waiting for troops to get him back out with his men. The player character has to travel to the village on some innocous task to take a message or something, finds the town in siege, has to get in over the rooftops, find the commander and take a message back to the nearest garrison. Troops then gather and the player has to go with them in an attack to end the siege. The rooftop fighting and stealth at night would be quite cool.


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 Post subject: Re: Combat system
PostPosted: Tue Mar 24, 2009 7:58 pm 
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Senec

Joined: Sat Aug 09, 2008 3:34 pm
Posts: 149
There is a new climbing mod in the works, a partially constructed wall-running mod, and a thrown weapon mod. These are all cool additions, but only the last is in a sort of complete state. These would be cool additions for stealth-type quests. I've also implemented second-story thievery in one of my WIP mods by creating invisible door objects that can be placed over windows and locked like regular doors (or left unlocked). Characters with high acrobatics can get to ledges under the windows and break in without having to go through the front door.

Sorry if it's kind of OT, since it's more stealth-oriented than combat oriented but Vali started it. :P


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 Post subject: Re: Combat system
PostPosted: Tue Mar 24, 2009 8:53 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
Posts: 760
No, thats really cool. What an exciting concept, rooftop climbing, jumping, assasins, theivery, burglary. Very good ideas.


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 Post subject: Re: Combat system
PostPosted: Fri Aug 14, 2009 9:02 pm 
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Milite

Joined: Fri Aug 14, 2009 6:32 pm
Posts: 98
Will you guys be wanting to go for Matrix-style backflipping head splattering Deadly Reflex, or for more realistic combat? IMO this mod does not seem like it would mesh with Deadly Reflex. If anything, I think it should be more realistic than Oblivion's swordplay. More blocking, less hits to kill, etc.

Although maybe I am a little hypocritical, because Assassin's Creed type climbing and jumping around I enjoy as well... but if that were the character you were playing, huge sprawling cities really work for that.


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 Post subject: Re: Combat system
PostPosted: Tue Aug 18, 2009 12:53 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
Posts: 760
It would be good to have some better anims, able to go from rooftop, climb up ladders etc, definately for city based stuff. Rooftop combat, jumping etc. I would prefer a realistic combat style though rather than some house of flying daggers nonsense


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 Post subject: Re: Combat system
PostPosted: Tue Aug 18, 2009 6:42 pm 
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Milite

Joined: Fri Aug 14, 2009 6:32 pm
Posts: 98
Well for now we should probably focus more on some simple combat dynamics before we get all Spider-man with it ;)


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 Post subject: Re: Combat system
PostPosted: Fri Aug 21, 2009 2:01 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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Yep. :)


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