Should Weapon Types Have Small Affects?
Posted: Mon Jan 25, 2021 6:53 pm
I was having some thoughts about other things that can be added to Daggerfall weapons to make combat more immersive without making the game feel unrealistic or too easy.
My thought is to add a chance or method for having weapons do small affects based on what type they are, somewhat like skyrims perk system that allowed you to make blunt weapons reduce armor and piercing weapons to cause bleeding and so on.
The affects off the top of my head would be as follows:
My thought is to add a chance or method for having weapons do small affects based on what type they are, somewhat like skyrims perk system that allowed you to make blunt weapons reduce armor and piercing weapons to cause bleeding and so on.
The affects off the top of my head would be as follows:
- Blunt: Short stun and reduce total armor of enemy. Need some type of visual indicator for this happening? (Crushes armor and causes blunt trauma)
- Piercing: Ignores a percentage of armor and can cause bleeding damage, which would use the particle system to mimic real bleeding. (Punctures armor and creates large deeps wounds that bleed)
- Slashing: Reduces enemy damage and slower attack/move speed. Also needs some form of visual indicator for this. (Makes it harder for the enemy to hit with force by cutting tendons and muscles with the sharp blade)
- Two handed Melee: Maybe at some point you can grab and move enemies around, like wrestling them and using them as shields in combat.