Author Topic: Grappling + temporary disabling.  (Read 838 times)

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Offline engurrand

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Grappling + temporary disabling.
« on: July 02, 2012, 10:59:25 am »
+4
IN real armored combat, and pretty much any group melee setting, restraining and restricting your opponent is often the key to victory.
From tripping people (knock down), grabbing their arms, bringing them to the floor... ect.

Right now we have very limited mechanics for this... we have kick, and some weps with knockdown, thats about it.

Now, outside from a mindset that has invested a sense of "what it likes and has come to expect" out of the game i would like to propose a question...
IS there room for more "grappeling" moves in a skill based game like c-rpg (i'm not trying to judge a players desire to see this feature in c-rpg, but more so see if players want more than the kick and 4 attack / block directions with acceleration and rotation of the avatar)?????

As an example.. Consider ways to grapple an opponent... Push them back, knock them down, trip them... restrain their legs or arms so they can't swing... knock them off balance... pin them to the ground... pin them against a wall or feature...

I know it's hard to think about these things because people often believe their first reaction to be the only possible form of a mechanic, and that first reaction is generally a maneuver to preserve what the player is familiar with or already works to give them "success" and the 'rewards and satisfaction of a victory"... So they will think of this and easily just see abuse and OP shit, and annoying features that interrupt their game play...

Fact of the matter is that mod is not dead, but mod is stuck... and it will need to break soon so that they next evolution can rise out of the ashes like a phoenix..

Only question is do gay my old friends want to remain in their comfort zone and not worry about learning new skills? Or are they able to embrace a new set of features in an online first person melee type game...

This type of game play style has so much potential.. it's going to take exploration.

So i just wanted to post saying i am interested in seeing if anyone else has thought about how to implement grappling, restraining, or whatever you want to call the subclass of melee fighting that is not the direct weapon attack feature we see (which i would argue strongly is the smallest aspect of fighting).
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Offline The_Bloody_Nine

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Re: Grappling + temporary disabling.
« Reply #1 on: July 02, 2012, 11:02:53 am »
0
you can hope for M&B2...

Offline justme

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Re: Grappling + temporary disabling.
« Reply #2 on: July 02, 2012, 11:06:00 am »
0

sth like that?

Offline Micah

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Re: Grappling + temporary disabling.
« Reply #3 on: July 02, 2012, 11:09:18 am »
0
umm.. im no moderator or so , but i couldnt avoid to ask myself , why suggestions aren't getting posted in the propper sections these days  :?:
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Offline Taser

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Re: Grappling + temporary disabling.
« Reply #4 on: July 02, 2012, 12:53:21 pm »
0
umm.. im no moderator or so , but i couldnt avoid to ask myself , why suggestions aren't getting posted in the propper sections these days  :?:

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I'd be careful with this one. Do what he says..
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Offline Thomek

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Re: Grappling + temporary disabling.
« Reply #5 on: July 02, 2012, 01:26:17 pm »
0
No weapon gives knockdown chance again?
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Offline Smoothrich

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Re: Grappling + temporary disabling.
« Reply #6 on: July 02, 2012, 01:28:59 pm »
+5
Only if I can chokeslam throwers off castle walls once I'm up the ladder
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Offline Malaclypse

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Re: Grappling + temporary disabling.
« Reply #7 on: July 02, 2012, 03:02:32 pm »
+1
I'd love to see stuff like this be done if it could be implemented in a way that doesn't slow the pace of the game down. I'd be really impressed if the devs managed to create something like this and have it be both functional and not hilarious or otherwise ridiculously crappy looking.
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Offline Adamar

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Re: Grappling + temporary disabling.
« Reply #8 on: July 02, 2012, 03:11:26 pm »
0
Of course more is better, but implementing it is something else. Greataxes, poleaxes and stuff would be great for the grapple mentioned here.
Maybe adding knockdown for poleweapons would be a neat idea, but only with blunt facehugging damage, in accordance with that new polearm reach feature chadz posted some time ago.

Offline engurrand

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Re: Grappling + temporary disabling.
« Reply #9 on: July 02, 2012, 06:39:57 pm »
0
Only if I can chokeslam throwers off castle walls once I'm up the ladder

Exactly the type of stuff im talking bout
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Offline engurrand

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Re: Grappling + temporary disabling.
« Reply #10 on: July 02, 2012, 06:40:41 pm »
0
umm.. im no moderator or so , but i couldnt avoid to ask myself , why suggestions aren't getting posted in the propper sections these days  :?:

This is not a suggestion though, it's a community petition for discussion on a topic.

don't vote pls.
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Offline CrazyCracka420

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Re: Grappling + temporary disabling.
« Reply #11 on: July 02, 2012, 06:42:28 pm »
0
There's a suggestions sub-forum:

http://forum.c-rpg.net/index.php/board,8.0.html
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Offline engurrand

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Re: Grappling + temporary disabling.
« Reply #12 on: July 02, 2012, 06:45:54 pm »
0
There's a suggestions sub-forum:

http://forum.c-rpg.net/index.php/board,8.0.html

If your not trolling i'm fucking pissed.
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Offline CrazyCracka420

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Re: Grappling + temporary disabling.
« Reply #13 on: July 02, 2012, 06:50:33 pm »
0
Didn't see your post right before mine...but seriously, use the right forum (and get pissed).

I do like the idea of grappling, and even if you're not outright suggesting this be implemented, any gameplay changes should be discussed in the suggestions forum.
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Offline Dexxtaa

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Re: Grappling + temporary disabling.
« Reply #14 on: July 02, 2012, 06:51:55 pm »
+1
Here's a very good post I saw on the suggestions forum a week or so ago.

I think this should at least be looked at.

Using the "thorn" on polearm weapons for "active stagger"
http://forum.c-rpg.net/index.php/topic,34451.0.html
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