cRPG > Realism Discussion

Remove (almost)instant stopping when running.

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Admerius:
I really hope this sort of thing is possible and not hardcoded...

Add momentum to movement, just like when you're carrying full tincan, 3 plate covered shield and a Broad shortsword you can't stop immediatley. You sort of "drift" about ½ a meter after stopping to move forward...

Imagine adding that to all "on foot" movement, all of a sudden footwork would become even more important, people might even start to walk when fighting.

For example:

Momentum only affects you when running, not when walking.

Let's say it takes 0.2 seconds to come to a complete halt, this would make athletics focused builds very dangerous to play.

Agi and athletics should of course improve your ability to stop faster, otherwise builds with athletics would be impossible to play in melee(and vs. accurate ranged).

Formula example
Stop time in seconds: 0,2*100/(100+Agility*4+Athletics*8)

Results for some some builds ranging from x/3 0 athletics to x/45 15 athletics:

(click to show/hide)Agility/Athletics:Stop time:3/00,199/00,1715/00,1618/00,1521/00,1524/00,1430/00,1339/00,1245/00,113/10,199/30,1615/50,1418/60,1321/70,1224/80,1230/100,139/130,0945/150,08   
   

If this would be implemented then STR builds will suffer so will high athletics builds... the most important thing it will do to gameplay is that people will see benefits to walking(instead of this crazy ant hill running  around).

Of course 0,2 stop time as base is far too high to be implemented in a first patch, 0,1 or maybe even a bit lower would be preferable in that case.

Oberyn:
I don't think this is doable with the Warband engine. And anyways, this would be a ridiculous buff for all ranged, not to mention completely change melee combat because of footwork. The lack of momentum zigzagging dodge inf uses against ranged is the only reason they don't get destroyed constantly, if they time it right.

Paul:
It's a horrible idea for multiplayer. In games like Jedi Academy they had this sliding in single player but then removed it from multiplayer because people hate lack of control there. It makes the game feel inresponsive and imprecise. Know the feel when getting kicked and slowly sliding over the edge of a wall? Now imagine this for every time you move and change direction.

Grumbs:
It can add some extra skill to movement, but I wouldn't like it in M&B because i'm too used to how it works now

With momentum you have to plan your movement more which can add some extra tactical element. You can have to learn how to stop precisely by tapping the opposite movement keys. Its just an extra layer of stuff to learn and doesn't necessarily take control away if you give players a way to counter the momentum

Admerius:

--- Quote from: Paul on December 19, 2013, 08:27:40 am ---It's a horrible idea for multiplayer. In games like Jedi Academy they had this sliding in single player but then removed it from multiplayer because people hate lack of control there. It makes the game feel inresponsive and imprecise. Know the feel when getting kicked and slowly sliding over the edge of a wall? Now imagine this for every time you move and change direction.

--- End quote ---

I would love it... but I'm special, I guess. I prefer game play that makes you able to realize you're dead about 0,2 seconds before it actually happens.
However...

Seeing as how CRPG population isn't that big I understand the concern about making it less "mainstream", that would turn too many uncommitted players off.

However... if a stamina system is implemented then this momentum should at least be implemented if a sprint movement mode is added

For example:
"walk"=stamina regenerates
"run"=No stamina regen
"Sprint"=stamina drains(<--- add momentum here?)

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