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Author Topic: Melee suggestions/idea's, come share them here!  (Read 244 times)

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Offline Getty

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Melee suggestions/idea's, come share them here!
« on: May 26, 2017, 11:45:35 am »
Hey guys, we've been testing the melee and before we decided to further explore certain ways we could improve on it.  We decided to look for specific idea's/concepts you guys may want to implement, for example I had an idea tonight that we could possible put in a shove type attack with some differences that would replace kicking.

Everyone's feedback would be appreciated as we know its an important area of the game for many players.

I would just like to clarify that all of these are suggestions and nothing is set in stone, so don't necessarily expect these features to be ready for early access.

I've done a fair amount of testing on the game, and I think its time we got some outside feedback before we implemented anything too drastic. So feedback would be appreciated.
« Last Edit: May 26, 2017, 11:47:57 am by Getty »

Offline Miller

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Re: Melee suggestions/idea's, come share them here!
« Reply #1 on: May 26, 2017, 12:25:48 pm »
Making the distance between you and the player that hits you matter. So if you only get stabbed with the like the 10 mm of the weapon it does less damage then when the entire bayonets penetrates you. Thats a idea I have.

« Last Edit: May 26, 2017, 12:53:12 pm by Miller »

Online Exodus

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Re: Melee suggestions/idea's, come share them here!
« Reply #2 on: May 26, 2017, 12:36:00 pm »
Just a suggestion while thinking of ideas. The possible ability to charge like Battlefield 1, demonstrated here:

Like battlefield 1, this charge makes you faster however slower after the charge finishes. Implementing this would mean more vulnerability for those who are charging as it makes them slower to get out of the combat zone.

To make this not as lethal and a one hit kill with 50 people all charging with the speed as shown, you can still block the charge. This will also force more team play and strategy, instead of just shooting at the enemy, you might want to wait for them to get closer and charge, then you can have shots remaining.

Offline Nurdbot

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Re: Melee suggestions/idea's, come share them here!
« Reply #3 on: May 26, 2017, 05:33:09 pm »
It would be nice if bayonets, musket butts and swords all had their own niches to fill in close combat. Swords should give you more flexibility but perhaps require more patince and skill, whilst using either end of the musket is a more simplified brutal choice when you need to take something down in a hurry?

Offline Pugglesworth

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Re: Melee suggestions/idea's, come share them here!
« Reply #4 on: May 28, 2017, 07:47:43 am »
I had an idea tonight that we could possible put in a shove type attack with some differences that would replace kicking.

Intriguing, could you elaborate on this a bit? I do think that there should be some kind of high risk/high reward move that will keep melee from becoming too monotonous. Not decisive, but no cheap gimmick either. And its use should definitely depend on skill, since that is what melee is all about.

Here is a collection of ideas I've come up with and borrowed from elsewhere (mostly borrowed):

Parry/"Perfect" Block - Block (or attack) at the precise time and the enemy will be knocked off balance or something like that; too early and it's just a normal block, too late and you get hit. It could also be separated from the blocking and attacking functions (e.g. parry button), so that being too early as well as too late could prove fatal.
This is kinda like M&B's chambering bug/feature.

Dodging - A quick sidestep or hop to get out of the way, but you can't block or attack while doing so.
If you can dodge a wrench, well you will probably still not be able to dodge a cannon ball. Could probably use some ducks, dips, and dives as well.

Feint - A quick little jab which has no effect but is intended to distract the opponent.
Not sure if this would have any use at all, since it's already kind of possible to do this by canceling an attack with the block button.

Heavy/Power Attack - Swing harder for extra damage, and possibly break someone's block or stagger them, though it should be reasonably avoidable, even taking long enough to execute that someone could fit in a normal attack during the windup.
This could make bayonet battles interesting if it were to become the only way to score a 1-hit kill (excepting the damage boost conferred when the officer calls a charge).

Sprinting - Sometimes it helps to be just that much faster. Like in the BF1 example above, a sprinting attack can be lethal but hard to aim. You could also sprint to get to a teammate in time to help them. Maybe limited to skirmishers and light infantry.
I would hope not to see people sprinting around like coke-addicted COD fanboys.

Stamina - Every physical action costs stamina, the more strength and agility it requires, the more stamina it uses. When the player is tired, the most strenuous activities, such as heavy attacks, sprinting, dodging, etc. will become unusable. When the player is completely winded, they will be slowed to a crawl, attacks will do less damage, and blocks will be less effective (ex. always get staggered or even take damage on a successful block). Stamina regenerates the fastest while sitting, and slowly while marching. Musicians could give a stamina regen boost. Medics could load their needle shooters with adrenaline and fire at teammates to give them a stamina boost, or at enemies to give them lethal adrenal gland ruptures (just kidding).
Not so sure if this would make fights end quicker because everyone gets winded and blocking becomes useless, or if it would make them take longer because everyone would stop to rest before fighting and be more hesitant to attack during a melee (to counter this, the blocker could lose more stamina than the attacker, and holding blocks could also drain stamina over time.) Could also help against spamming and spin-to-win. This could be a "hardcore mode" feature or server option.

Note when I say possibly I'm not indicating probability, excessive RNG is bad for competitive play since even the most skillful players can be defeated by sheer bad luck. Melee should be won by skillful play, not by luck and overpowered moves. The system should also be kept as simple as possible, and not overloaded with cheap gimmicks. Not sure what the community agrees on, but this is what I think.

Offline Jägermeister

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Re: Melee suggestions/idea's, come share them here!
« Reply #5 on: June 21, 2017, 02:50:06 am »
Well the melee system would be dependable to units like Guard units would have more damage in melee combat, highlanders/polish legion would have more speed in melee etc.