Pikeman Archive

Thread: GTO's melee ideas 3. knockdowns and finshing attacks

GTOfire
Fri Mar 05, 2004 7:43 am
#1

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.



Part 3: Knockdowns


The 'problem'.

A judoka can put you on the ground, a pikeman can hithis staff into your legs with a low sweep, even a good swordsman and fencer can hit your weapon out of the way long enough to move in and put shoulder to shoulder to smash you to the ground. And once you're on your back from being knocked over, you're not gonna be able to last long in a fight to the death. There's various things a martial artist can do to quickly make your lights go out, not to mention having a sword or knife.


In-game

We can knock an opponent down and using dizzy or warcry depending on who or what it is, we can make them stay down a little longer. But we can't finish them off. This goes mostly for Player vs Player/NPC combat, as creatures are always going to be unrealisticly strong/weak in an MMO. I'm happe enough being able to knock a 3000Kg Rancor down, I don't need a finishing move as well


Alternatively:

A humanoid should have a higher resist to being knocked down, but once they're down and you're not... they're done for. The way it is now, I could knock a player down, smash a knife in their throat and 2 seconds later they'll get up and knock me down in turn. A good martial artist will not be knocked down as quickly as we are in-game. And then there's the whole aspect of fighting when you're on the ground, you can see that in Freefight fights. I think if in this game you smash your sword into someone's neck after knocking them to the ground, they should be dead. To compensate, it shouldn't be very likely you knock them down with just the one press of a button. Spamming the button won't help either. You can't just knocka healthy and fit person down, you have to wear them out first. The chance of you knocking them down relies not only on their Defense vs. Knockdown, but also on a dynamic number that is linearly dependant on the percentage of damage they've taken. If you take someone down to half their health, they will suffer twice as high a knockdown chance as if they were full health. The dizzy and stun state effects both put another 1.5-2 modifier on them. If you have them on the ground,your meleehit1 becomes a 'finishing move', taking down 1/4 - 1/3 your enemies base stat pool values at the expense of twice it's normal HAM cost.


Result:

I expect more strategic PvP/NPC battles. You can't just open up with a dizzy - knockdown attack because that won't just work. You'll have to try and make them dizzy and stunned, and as you wear their health out you can try knocking them off their feet, though you never know if it'll work or not. If not, you wasted a precious attack round and are one step closer to being knocked down yourself.If it does work, you've almost won, as it should be.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:50 am
#2

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.


Part 3: Knockdowns

The 'problem'.
A judoka can put you on the ground, a pikeman can hit his staff into your legs with a low sweep, even a good swordsman and fencer can hit your weapon out of the way long enough to move in and put shoulder to shoulder to smash you to the ground. And once you're on your back from being knocked over, you're not gonna be able to last long in a fight to the death. There's various things a martial artist can do to quickly make your lights go out, not to mention having a sword or knife.

In-game
We can knock an opponent down and using dizzy or warcry depending on who or what it is, we can make them stay down a little longer. But we can't finish them off. This goes mostly for Player vs Player/NPC combat, as creatures are always going to be unrealisticly strong/weak in an MMO. I'm happe enough being able to knock a 3000Kg Rancor down, I don't need a finishing move as well

Alternatively:
A humanoid should have a higher resist to being knocked down, but once they're down and you're not... they're done for. The way it is now, I could knock a player down, smash a knife in their throat and 2 seconds later they'll get up and knock me down in turn. A good martial artist will not be knocked down as quickly as we are in-game. And then there's the whole aspect of fighting when you're on the ground, you can see that in Freefight fights. I think if in this game you smash your sword into someone's neck after knocking them to the ground, they should be dead. To compensate, it shouldn't be very likely you knock them down with just the one press of a button. Spamming the button won't help either. You can't just knock a healthy and fit person down, you have to wear them out first. The chance of you knocking them down relies not only on their Defense vs. Knockdown, but also on a dynamic number that is linearly dependant on the percentage of damage they've taken. If you take someone down to half their health, they will suffer twice as high a knockdown chance as if they were full health. The dizzy and stun state effects both put another 1.5-2 modifier on them. If you have them on the ground, your meleehit1 becomes a 'finishing move', taking down 1/4 - 1/3 your enemies base stat pool values at the expense of twice it's normal HAM cost.

Result:
I expect more strategic PvP/NPC battles. You can't just open up with a dizzy - knockdown attack because that won't just work. You'll have to try and make them dizzy and stunned, and as you wear their health out you can try knocking them off their feet, though you never know if it'll work or not. If not, you wasted a precious attack round and are one step closer to being knocked down yourself. If it does work, you've almost won, as it should be.




--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:53 am
#3

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.


Part 3: Knockdowns

The 'problem'.
A judoka can put you on the ground, a pikeman can hit his staff into your legs with a low sweep, even a good swordsman and fencer can hit your weapon out of the way long enough to move in and put shoulder to shoulder to smash you to the ground. And once you're on your back from being knocked over, you're not gonna be able to last long in a fight to the death. There's various things a martial artist can do to quickly make your lights go out, not to mention having a sword or knife.

In-game
We can knock an opponent down and using dizzy or warcry depending on who or what it is, we can make them stay down a little longer. But we can't finish them off. This goes mostly for Player vs Player/NPC combat, as creatures are always going to be unrealisticly strong/weak in an MMO. I'm happe enough being able to knock a 3000Kg Rancor down, I don't need a finishing move as well

Alternatively:
A humanoid should have a higher resist to being knocked down, but once they're down and you're not... they're done for. The way it is now, I could knock a player down, smash a knife in their throat and 2 seconds later they'll get up and knock me down in turn. A good martial artist will not be knocked down as quickly as we are in-game. And then there's the whole aspect of fighting when you're on the ground, you can see that in Freefight fights. I think if in this game you smash your sword into someone's neck after knocking them to the ground, they should be dead. To compensate, it shouldn't be very likely you knock them down with just the one press of a button. Spamming the button won't help either. You can't just knock a healthy and fit person down, you have to wear them out first. The chance of you knocking them down relies not only on their Defense vs. Knockdown, but also on a dynamic number that is linearly dependant on the percentage of damage they've taken. If you take someone down to half their health, they will suffer twice as high a knockdown chance as if they were full health. The dizzy and stun state effects both put another 1.5-2 modifier on them. If you have them on the ground, your meleehit1 becomes a 'finishing move', taking down 1/4 - 1/3 your enemies base stat pool values at the expense of twice it's normal HAM cost.

Result:
I expect more strategic PvP/NPC battles. You can't just open up with a dizzy - knockdown attack because that won't just work. You'll have to try and make them dizzy and stunned, and as you wear their health out you can try knocking them off their feet, though you never know if it'll work or not. If not, you wasted a precious attack round and are one step closer to being knocked down yourself. If it does work, you've almost won, as it should be



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:55 am
#4

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.


Part 3: Knockdowns

The 'problem'.
A judoka can put you on the ground, a pikeman can hit his staff into your legs with a low sweep, even a good swordsman and fencer can hit your weapon out of the way long enough to move in and put shoulder to shoulder to smash you to the ground. And once you're on your back from being knocked over, you're not gonna be able to last long in a fight to the death. There's various things a martial artist can do to quickly make your lights go out, not to mention having a sword or knife.

In-game
We can knock an opponent down and using dizzy or warcry depending on who or what it is, we can make them stay down a little longer. But we can't finish them off. This goes mostly for Player vs Player/NPC combat, as creatures are always going to be unrealisticly strong/weak in an MMO. I'm happe enough being able to knock a 3000Kg Rancor down, I don't need a finishing move as well

Alternatively:
A humanoid should have a higher resist to being knocked down, but once they're down and you're not... they're done for. The way it is now, I could knock a player down, smash a knife in their throat and 2 seconds later they'll get up and knock me down in turn. A good martial artist will not be knocked down as quickly as we are in-game. And then there's the whole aspect of fighting when you're on the ground, you can see that in Freefight fights. I think if in this game you smash your sword into someone's neck after knocking them to the ground, they should be dead. To compensate, it shouldn't be very likely you knock them down with just the one press of a button. Spamming the button won't help either. You can't just knock a healthy and fit person down, you have to wear them out first. The chance of you knocking them down relies not only on their Defense vs. Knockdown, but also on a dynamic number that is linearly dependant on the percentage of damage they've taken. If you take someone down to half their health, they will suffer twice as high a knockdown chance as if they were full health. The dizzy and stun state effects both put another 1.5-2 modifier on them. If you have them on the ground, your meleehit1 becomes a 'finishing move', taking down 1/4 - 1/3 your enemies base stat pool values at the expense of twice it's normal HAM cost

Result:
I expect more strategic PvP/NPC battles. You can't just open up with a dizzy - knockdown attack because that won't just work. You'll have to try and make them dizzy and stunned, and as you wear their health out you can try knocking them off their feet, though you never know if it'll work or not. If not, you wasted a precious attack round and are one step closer to being knocked down yourself. If it does work, you've almost won, as it should be.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
krazilac
Fri Mar 05, 2004 9:04 am
#5

I like the idea of as your health goes down your easier to KD. Once down though there should not be a quick 2 hit I win button. If i'm wearing armor your punching metal to get to me. There is already a variable added to being prone. Does it need adjusting...maybe..but not a 2 hit win.


I would also recommend that a KD move leave you more vulnerable for a brief period. I mean you didn't just try to hit me you put enough force in the blow to try to take me off my feet. That type move takes commitment and should leave you wide open for a counter if it doesn't stick. That would stop the spamming in itself because if it didn't stick you would take a nice blow. Also on the reverse..as your health goes down It should be harder for you to KD someone.





Al'zul Kraz

A'l Zofo Corperation:

Flora and Medical Division - contact al'zul
Mineral Division - contact zofo

members of the BBB resource network.
Proud member of the NO for me club.
GTOfire
Fri Mar 05, 2004 9:58 am
#6

depends on the armour I suppose, I can see plenty of gaps in composite armour for a sword to cut through, especially when you've controlled your opponent to the ground and can stck it wherever you like.


Other then that I agree with the more elaborate thoughts on KDing you mentioned.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
CAD-Returns
Sat Mar 06, 2004 1:14 am
#7

That's the way I like em'!

Knock em' to the ground and stick it where ya like!



__________________
Kayden D'Hacer
Master Doctor
-This post is not associated with DC, it's subsidiaries, or affiliates-

--The Durmanhoth Clan--
--www.durmanhoth-clan.com--
GTOfire
Sat Mar 06, 2004 2:54 am
#8

as far as I recall, UFC still has rules, not a lot, but rules still. Such as no hits to the front of theknee if I remember right. You see them sometimes trying a side kick to the knee to knock the opponent off balance, but they're not allowed a full kick to the front, because it would break something easier then you would expect. I've seen a kickboxer get their arm broken from blocking an incoming kick, a kneecap is much more vulnerable still.

Sometimes you see the fighters simply charge a metre to ram their opponent off-balance by force. Possible, yes. Smart? not really. You would have the opponent on the floor, but you're exposing your head to them in the mean time, allowing a strong elbow (not allowed with rules) to knock your lights out. Or a finger to gauge your eyes in (not allowed with rules). They charge because the main risk they take is a fist to the head, and THAT is something they're muscled enough to take one or two of.


If all is allowed, fights change, fighters are cautious because if they make one wrong move, they get an elbow to the crown of their head to put their lights out. Attempting to charge someone to the ground is almost foolish in such cases. It wouldlike you saysucceed, but you would also be unconcious and potentially blind. The reason you don't see ruleless fights is because there is no organization in the world that films them, and the true martial artist who use all their available tools don't use them lightly. A finger in the right place or an elbow can literally kill, you don't do that for entertainment purposes.


To put that concept back into the game, and since we don't want the game to incap you when you try your KD move, the alternative is to make it less succesful, and also open you up for an attack round to more damage if it fails.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
OutbackWookiee
Sat Mar 06, 2004 5:53 am
#9


First off, in UFC the only things that aren't allowed are eye-gouges and kicking a person in the head whilst they are down.


Strikes to the knee and elbows to the head are very legal (and very good strategies).


Secondly charging a person in an attempt to knock them down is referred to as a 'shoot'. Hence the term 'shoot wrestling'. It is a tactic used by all these fighters to put the opponent down to the ground.


Also single leg trips and judo tosses are all very common as well.



The point being is that these people don't wait until halfway through the fight to try a kd. They do it early and often. The best way to beat your man is to take him down and beat him on the ground.





LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


GTOfire
Sat Mar 06, 2004 6:40 am
#10

I realise now I made a mistake in the words I used. I meant you must first manage to put yourself in a position to put your opponent off balance, which is a position your opponent won't simply allow you to go into. You could blindly ram your opponent but the risk of being knocked off your feet yourself is quite large there, so you need to maneuvre yourself and your opponent so that e.g. your leg is behind his and your body weight is above that leg so that you can't be tripped like that but he can. Some fighters can have very powerful low kicks to simply mow someone down from below. Not everyone can do that because the power required for it to work is very high. You can't simply put your shoulder to theirs and expect them to go down, that's what I was thinking of when I wrote 'you cannot KD a fit person', you need to position yourself to knock them off balance and then strike.


I'll take your word for the rules then, I just have never seen anyone place a frontal kick to the front of the kneecaps, which is one hell of a way to break stuff. Ive seen some fighters move their opponents arms in such a way that can't be physically good, but they didn't break them, they merely kept them there to induce pain and submission. There's the difference with real life 'sports' (can you call it that?that's another debate ) and gaming.InSWG, we fight to break and kill, not to win thematch and shake hands afterwards



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Sat Mar 06, 2004 7:04 am
#11

I said this to someone on the Fencer forum too: thank you. You're showing you read my post, understood it (at least what I wrote, Im unclear sometimes) and constructively bring your opinion with supporting points. We may agree or not, but it's refreshing to see someone being polite in their opinion and trying to help rather then destroy someone else.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
OutbackWookiee
Sat Mar 06, 2004 1:05 pm
#12


You my friend don't watch much in the way of UFC, or that ilk.


The fact is that any skilled martial artist can indeed knock down a healthy fit person. Judo, wrestling and sumo are all examples of sports where the whole idea is to throw the other person around. Knocking a perfectly fit and healthy person over is as easy as getting them off balance followed by a little nudge.


I will agree, however, that there should be some sort of chance to end the fight with a deathblow. Much like the throw for force of will for tk,things should be factored in and then a throw made. If the throw comes out with over a certain amount, an instant death should occur,x amount of damage for throws between 2 numbers, and no damage for under a certain number.


I like the deathblow idea very much. Not keen at all on the KD idea.



LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


Drag00n169
Thu Mar 18, 2004 9:46 pm
#13

I agree, it makes more sense to 'wear out' your opponent before kd'ing them, instead of trying to knock down someone whos rested and ready to fight. Maybe, when your health drops to 3/4, all posture def.(kd, down)are dropped to 3/4, and then 1/2 and so forth. Maybe a possible attack could be one that disoriented your opponent, or made them lose their balance making them easier to kd. But the same rule will still apply, you have to wear out your enemy before succesfully kd'ing them.



Zaton Devirr, Pikeman forever!
/wave Good bye Tathaloral /sniff
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