Knight vs. Knight Ideas

by Unknown

Back to Ideas.

Unknown2011-02-27 01:28:49
Idea One: Blade Clashes. We've all seen samurai movies or animes where two people with swords run at each other, swing too fast for the eye to follow, then move past each other. They stand there for a moment and then one (or both) of them has a wound appear on their bodies.

I wan thinking that this might make a good mechanic for knight vs. knight combat. Knight A parries Knight B's attack. If Knight B then parries Knight A's attack within several seconds, both of them having parried each other causes a "blade clash" or "blade rush" to occur. The knights run towards each other and swing too fast for the eye to follow. 4 second later, they each take damage and wounds equivalent to 1-2 attacks to random target areas. The time delay on the effect means that it would roughly coincide with more attacks taking place and would help knights to kill each other.

Idea Two: Armor destruction. When a knight hits the heavy armor of another knight enough times, it has a chance to break away in one area, making that area count as either unarmored or as having a lesser amount of armor. A forger can repair damaged armor at a low cost.

To explain why greatrobes don't do this: The enchantments uniquely possible to greatrobes mean that they immediately mend rips and tears on their own, though they are also weaker than plate armor as a tradeoff.

We would probably see knights opting for robes on occasion with this, but I don't think that would be a bad thing. However, to keep people from swapping out too quickly, getting in and out of plate armor should take 30 seconds of balance time, and you can't put the robes on without having balance available.

The result would be knights could choose between more up-front protection (plate armor) and lesser, constant protection (greatrobes). It would make spending gold on cheaper greatrobes a better investment for newbie knights too.
Unknown2011-02-27 01:36:46
Have you been watching anime again?

Personally, I like the general mechanics of the warrior. I just feel some of the abilities need to be adjusted (I have ideas for BC) and the damage/wounds could be tweaked back up a little bit. It sucks missing all the time, and we've talked about fixing that, but if other things get adjusted, that might be the balancing factor for warriors instead of just a gimping.
Rika2011-02-27 02:20:42
ARMSTAT
Unknown2011-02-27 03:14:45
Warrior vs. Warrior won't be fixed by just boosting wounds tongue.gif
Unknown2011-02-27 04:56:54
Didn't you go bard, anyway?
Rivius2011-03-02 20:46:02
I'm not terribly crazy about either ideas. I think Warrior on Warrior is just an exacerbation of the already inherent problems of warriors against everyone. I don't think we need more damage at all, though I do feel sorry for non-demi, non-artifacted warriors without access to forging runes, so maybe they might need a little wounding boost to close the gap a little. But I think the biggest trouble, big time, is how we deal our afflictions. It's terribly unreliable, and when you're up against another warrior, who can parry better than the average person, and who's harder to wound due to fullplate, even if you get that leg to heavy, you're probably going to get a worthless leg artery instead of that leg tendon you wanted (as a PB).

Poisons are also pretty horrible too, since as your opponent is a warrior, they'll probably just boil it off the first few hits, then comes in shrugging, and the chance the poison doesn't even come off in the first place.

I don't think it's true that warrior on warrior goes nowhere. I've seen it start to go places, but because we have absolutely zero consistency, all your work gets undone over and over and over until someone runs out of endurance/willpower/hearstops.

The reason I don't like the armour destruction thing is because you pay a hell of a lot to forge armour for it to be less effective against warriors than robes are. Not to mention, I see this repair process as eventually having to be done way too often for it to be any fun to anyone.
Everiine2011-03-02 21:04:31
QUOTE (Rivius @ Mar 2 2011, 03:46 PM) <{POST_SNAPBACK}>
The reason I don't like the armour destruction thing is because you pay a hell of a lot to forge armour for it to be less effective against warriors than robes are. Not to mention, I see this repair process as eventually having to be done way too often for it to be any fun to anyone.

I am constantly repairing my armor in Morrowind. It is, indeed, no fun.
Binjo2011-03-24 03:13:10
It seems to me the issue is that warriors can easily outcure wounding from other warriors so that got me on the path of thinking of a way that warriors can hit other more often than other archetypes.

Random idea:

ANTICIPATE

By watching for attacks to a particular part you have a chance to perform an attack in response. This chance is greatly increased if the attack is dodged. Note that only those burdened with heavy armor can be counterattacked this way.

Keep in mind that this would not be another stance/parry since that's part of the problem in the first place. However it will be like stance in the sense that it will require but not consume bal to change. This is the only thing I could think of that made any sort of IC sense (although it still doesn't make much sense since a faeling ebonguard swings like every two seconds so they apparently have some grace to their movements but whatever) for why a warrior could hit another warrior more often than clothies.


Flame away!
Unknown2011-03-24 10:46:33
Do not want.