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).