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RightNow0815

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Everything posted by RightNow0815

  1. I think the topic can be closed, because it seems that I'm the only one who wants to enhance combat this way. Thanks anyway, keep it up guys.
  2. Thats a good point. I thought I could replace the stagger-possibility of Vanilla-Skyrim (depends on the weight of the weapon, the heavier a weapon the more it tends to stagger the enemy) with my idea of staggering. A more logical and reliable one. I think stagger effects are still important in sword combat. The problem I see now is, that Magic will be stronger because the melee fights are probably going to need more combat time to be finished. But I think that the NPC-Combat-intelligence is not high enough to make a good use of this advantage. Not as far as I can judge this - I've played on Expert or Master the most time. And I also think that Vanilla-Skyrim is way to easy in many situations - IMHO that would be a good effect, it wil llead that the player has to think how to REALLY fight. No spamming of the attack buttons anymore. Thank you for your time and your thoughts. You're welcome ;-)
  3. Hey there. I do not want to make any weapons better or weaker. Just the way melee combat is fought. Therefore I do not think that magic is - compared to melee- buffed or nerfed. It would be great if you could tell me precisely why magic will be unbalanced. This could help me alot. Thanks for your post.
  4. Dear Community. I love Skyrim - and one of the most important reasons why I love this epic game is the unbelievable community for modifications. I've already spend nearly 700h in Skyrim with various mods activated. Skyrim's scale is simply huge. The characters are plentiful and very individually designed. The amount of quests and their quality is super and clearly above average compared to other RPGs. IMHO Skyrim's only fault is the combat system. I'm sure many of you know games like Dark Messiah of Might and Magic (2006), Chivalry Medieval Warfare (2012) or The Witcher 2 (2011). My dream is to give Skyrim a more challenging, unforgiving and more individual combat system. Many good existing combat-relating mods alter the combat in Skyrim in a great way. But they only modify the mediocre basic combat of Skyrim. This is my plan: Let's give our beloved Skyrim the only thing it needs - an All New Combatsystem, which revolutionizes the combat completely. My main goal is to change the melee weapons. Maybe after that we can think about some little changes to ranged weapons. My intension is not to change anything related with magic and spells. I will go deeper into the details of my current plan now. My main ideas are derivated vom Chivalry - Medieval Warfare. I. There will be three main attack types. Swing: Average Damage, can be buffed when moving the mouse in the swing direction while attacking. Very useful to bypass a shield block on the flanks of a warrior. A fast way to attack. Stab: You throw your weapon arm forwards and attack with the tip of your weapon. Main attack type when using Spears, Halberds. Useful with Swords, too. Not efficient when using a mace or an axe - but still wounds the enemy a bit and also pushs the enemy backwards. It does most damage when the enemy gets hit when your arrack reached maximum range. Veterans can hit the head or the feet not covered by a shield block - assumed one aims well. Overhead: The warrior takes his weapon over his head, using the advantage of gravity and efficient use of the body's force. It can surpass a shield block when an enemy is stunned. This attack type usually does high damage because it hits vital parts of the enemie's body. Because the weapon itself has a longer distance to travel, this is a heavy, slow way to attack. II. Two types of blocking Block with weapons: You have to exactly recognize when the enemy starts an attack. Then you hit the block button one time and your warrior will lift up his weapon to block the enemy's attack. The block duration is about 0,5 seconds. This prevents spamming the block-button and beeing almost invincible. You can't stop a block. There's a short "penalty" time between one block and another, leaving without cover. Block with shields: You can permanently block with your shield, unlike explained in 2a). This underlines the defensive attribute of a shield bearer. This seems to be overpowered at first look. But the shield has 2 disadvantages. Firstly it slows you down pretty much - such a wooden or even metal-made shield weighs a lot. And secondly it needs a top conditioned player to use it well. A character without solid stamina reserve will be soonly overwhelmed with hits on his shield, soonly breaking down his block and leaving him without any defense. Carrying a shield with you also means, that you are restricted to smaller, one handed weapons - obviously. III. Advanced combat mechanisms Feinting: Feinting is a great way to fight unpredictable and fight against heavy armoured and well armed defensive enemies. There's a threshold in every attack to which you can end your attack. This could be done by hitting a certain button or simply by hitting the right-mouse-button (Block...?) after starting the attack. Feinting works well against weapon-blocks, because their block time is limitied and a fail block is going to leave the enemy without cover for a short timeframe. It can also work against enemies with a shield - but still isnt that effective because your feint does not eventually lead to a small moment without cover. Alternative Attacking: Hitting Alt+(any) attack button will alter the attack in most cases. A swing from the right to the left will be a Swing from left to the right - useful against defensive Enemies with shields or to trick with an apparently predictable movement. Alt+Stab has no effect. Kicking: The function of a well placed kick is to break an enemies block, to buy some time or push the enemy away on some range. It does minor damage - enough to finish an almost dead enemy - but not enough to be comparable with weapon damage. Kicking needs a solid load of stamina. An additional possibility could be to "charge" the block to be more efficent at the cost of more time needed to get into the right position. IV. Stamina Management Attack that doesn't hit anything costs the full stamina reduction of the Attack. This is the value I will relate to as "basic attack cost" Attack that hits (either a block or the body) only has 50% stamina cost of the basic attack. Blocking with a weapon: When nothing hits you, it doesnt cost any stamina. When you parry an attack, it takes away 75% of the attack's basic stamina cost. Blocking with a shield: One does not regenerate stamina while blocking. When you parry an attack with your shield, it takes away 75% of the attack's basic stamina cost. When your stamina reserves are empty, this brings some problems on: You can't kick. You still can attack. You also can block, but when you parry an attack, it throws you back, staggering. This leaves you exposed to any hits for a moment. This is how my first idea looks like. I will have much spare time between february and april and this project could be my baby. My skills are almost not existing when it comes to modding and modding experiences. So I hope to convince some of you great guys out there to support me and my idea, to show me some approaches and to work together on this project. I am open minded for constructive criticism and new ideas! Feel free to reply and tell me your opinion and wether you are interested in my project. With best Regards, Bobby.
  5. That's a good point. Maybe we should have 2 keywords for each component type... A heavy Hammerhead always makes the weapon a "BoneBreaker", then the handle typ adds the prefix "Long Bonebreaker", Short- or standard... Swords with hilts could have the prefix defensive, aggressive and comfortable. Then the Blade type decides the name... For example aggressive iron claymore/ comfortable daedric bihander/ defensive elven broadsword etc.
  6. Which features do you think you alone can manage in some time?

    There's the Statistic and Craft programming and there are the models... The appearence does not have to change drastically, just that much so one can easily recognize wether its the "big version" or the standard.

  7. I skiped school today (;-) so I am going to complete the missing 2Handed weapon stats. Maybe every weapon class (warhammer, battleaxe, greatsword...) should get a lil' malus and a bonus. But first let's complete our attribute tables. My summarized statistics refer to the standard value. WEAPON CATEGORY: TWO-HANDED WEAPONS Warhammers and Battle Axes have the same Handles. Warhammer Component statistics Handles 1) The long Handle gives you a 40% bonus on weapon range, while getting a malus of 25% on attack speed.There is a little more weight to carry and a bit more damage absorbed when blocking. +40%Range/+20%Block <-> -25%Speed/+20% Weight 2) The medium handle offers a totally average stat without great changes. Maybe there should be a bonus on blocking. +30%Blocking <-> -5%Damage 3) The short handles adds a bonus of 30% on attack speed, while reducing the range by 35%. It weighs less and has a small malus on blocking. +30%Speed/-15%Weight <-> -35%Range/-20%Block Hammer Heads 1)The heavy hammer head is freaking massive, inflicting 25% more damage and 20% more staggering. But it weighs more and has less attack speed, reduced by 35%. +25%Damage/+15%Stagger/+15%CriticalDMG <-> +30%Weight/-35%Speed 2)The spiked hammer head is average concerning all aspects. It has a 2% chance to paralyze the enemy. +2%paralyze chance <-> -5%Damage%All 3)The small hammer head gives you 35% more speed while inflicting by 25% reduced damage. You do not stagger that offen. +30%Speed/-30%weight <-> -25%Damage/-25%Stagger Battle Axe Component statistics Handles: Similar to the Warhammer handles. Axe Blade 1) The great Blade has 20% more damage and a bonus of 10% to inflict critical damage. It weighs more and sways slowly, but adds slightly more range. +20%Damage/+10%Chance-Critical/+15%Range <-> +30%Weight/-30%Speed 2) The standard Blade offers average statistics. There is a little chance of 4% to cause double damage. +4%chance 2xDamage <-> -5%Damage 3) The small Blade is lighter (25%) and has a better handling. There's a malus on damage and critical hit damage. +30%Speed/-30%weight <-> -10%Range/-25%Damage/-15%CriticalDmg Greatsword Component Statistics Hilts: 1) The defensive Hilt offers a 40% bonus on blocking, because it has more protection. This one is kinda heavy... +40%blocking <-> +10%Weight 2) The aggressive Hilt has +20% Damage when doing a heavy attack, but it slows you down. +20%HeavyAttackDMG <-> -10% speed 3) The comfort hilt offers a small bonus on attack speed (10%) and a bonus on critical hit damage (10%). Good for characters without blocking or high stamina reserves. +10%speed/+10%CriticalHitDMG <-> -5%damage Blades: 1) The Broadsword blade is pretty... huge? It offers a crossguard ( +30% Blocking) and a range advantage (15%). You sway slower and it is freaking heavy. +30%Blocking/+15%range <-> +40%Weight/-15%Speed 2) The Claymore blade is pretty small for a 2H-Sword, which makes it faster to attack and adds a 10% chance of Critical Damage. +30%Speed/+10%ChanceCritical/-30%Weight <-> -35%Range/-20%Damage 3) The berserker blade is deadly and fast. Not suited for defensive Characters. Perfect for light armor wearing ones, running in rage at the enemy and killing him as fast as possible. +15%Damage/+15%Speed <-> -30%Blocking/-50%Staggering WEAPON CATEGORY: ONE HANDED WEAPONS Dagger Component Statistics Hilts: 1)The aggressive Hilt has +20% Damage when doing a heavy attack, but it slows you down. +20%HeavyAttackDMG <-> -10% speed 2)The comfort hilt offers a small bonus on attack speed (10%) and a bonus on critical hit damage (10%). Good for characters without blocking or high stamina reserves. +10%speed/+10%CriticalHitDMG <-> -5%damage 3)The reversed hilt gives an advantage when Sneaking and when beeing cool. +20%sneakDmg/+10%Staggering <-> -20%efficiency against armor/-10%speed Blades: 1)Assassin's Blade: Large Bonus on SneakDMG and small Bonus on Critical Hit chance. Very bad for blocking and reduced attack speed. +40% Sneak Damage/+20% Chance Critical <-> -75% Blocking/ -20% Attack speed 2) Thief Blade: Standard version. Small chance to ignore enemy armor. +10% ignore ALL enemy armor <-> -5%Damage 3) Fury Dagger: Women's weapon, suited for one dagger in each hand. Bonus on attack speed and reduced Stamina Cost. Bad single damage statistic and much less staggering +30%Speed/-30%StaminaCost/-30%Weight <-> -30%Damage/-60%Staggering Sword Component Statistics Hilts 1) The aggressive Hilt has +20% Damage when doing a heavy attack, but it slows you down. +20%HeavyAttackDMG <-> -10% speed 2) The comfort hilt offers a small bonus on attack speed (10%) and a bonus on critical hit damage (10%). Good for characters without blocking or high stamina reserves. +10%speed/+10%CriticalHitDMG <-> -5%damage 3) The venturer hilt is something special. It offers a small bonus on range, and a big plus on Staggering and 10% Chance for a critical hit. Mali on weight, speed and damage. +15%Range/+30%Staggering/+10%ChriticalHitChance <-> +15%Weight/-5%Damage/-15%Speed Blades 1) The Stendarr Blade is the perfect replacement for a shield. Maybe you're a heavy armor guy who does not want to unlock too many shield perks. +5% to avoid a hostile melee attack receiving no damage WHEN BLOCKING! +50%Blocking/+10%Damage/+10%Range/ When blocking 5% to avoid Damage <-> +50%Weight,-15%Speed 2) The Katana blade is a smooth choice. No big disadvantages. Small boni on attack speed and range. 1% When a Katana is equipped in BOTH hands and you do a heavy attack in both hands, to instantly kill the enemy. +20%Range/+10%Speed/+1%InstantKillWhenHeavyDoubleAttack <-> -10%Damage/-10%Staggering 3) Guard's Blade is the choice for the undecided ones. Small bonus on Damage. Almost unremarkable malus on range. Very average weapon! +10%Damage <-> -15%Range Mace Component Statistics Handles 1) The long Handle gives you a bonus on weapon range, while getting a malus on attack speed.There is a little more weight to carry. +40%Range/+5%Damage <-> -25%Speed/+10% Weight 2) The medium handle offers a totally average stat without great changes. +10%CriticalHitChance <-> -5%Damage 3) The short handles adds a bonus of on attack speed, while reducing the range. It weighs less and has a bit reduced damage. +40%Speed/-20%Weight <-> -35%Range/-5%Damage Maceheads 1) Heavy one: Slow but deadly. +25%Damage/+30%Stagger <-> -40%Speed/+40%Weight. 2) medium one: Average, good versus armor. +15%IgnoreArmor <-> -5%Damage 3)Small One: Light and deadly! 2%Chance to paralyze the enemy for 1second when performing a heavy attack. -40%Weight/+30%Speed/+2%Paralyze1secWhenHeavyAttack <->-40%Stagger,-25%Damage War Axe Component Statistics Handles 1) The long Handle gives you a bonus on weapon range, while getting a malus on attack speed.There is a little more weight to carry. +40%Range/+5%Damage <-> -25%Speed/+10% Weight 2) The medium handle offers a totally average stat without great changes. +10%CriticalHitChance <-> -5%Damage 3) The short handles adds a bonus of on attack speed, while reducing the range. It weighs less and has a bit reduced damage. +40%Speed/-20%Weight <-> -35%Range/-5%Damage War Axe Blades 1) The great Blade has 20% more damage and a bonus of 10% to inflict critical damage. It weighs more and sways slowly, but adds slightly more range. +20%Damage/+10%Chance-Critical/+10%Range <-> +25%Weight/-30%Speed 2) The standard Blade offers average statistics. There is a little chance of 4% to cause double damage. +4%chance 2xDamage <-> -5%Damage 3) The small Blade is lighter (25%) and has a better handling. There's a malus on damage and critical hit damage. +30%Speed/-30%weight <-> -10%Range/-25%Damage/-15%CriticalDmg
  8. Dear bluesmurph, it's great to hear positiv feedback ;-) Firstly I have to thank you very much for the time you've already spent. It would be nice if the different Warhammers, daggers etc differ from each other. So the huge battle blade maybe could get a slightly different style, because only a scale-growed similar-looking would be boring. Just an idea. Then, let's continue with the statistics I started in the next post. I added some interesting things to the some components. Go through it and let me know, if you want to criticize something. My today's goal is to finish the 2H- Weapons. The following post will include all Weapon statistics which are added in the future. @bluesmurph, if you would like to get some support in your modding activity, feel free to spread our idea. And hell yeah, it would be awesome if I could add you in my little team! ;-)
  9. Dear Community. I am a loving Skyrim player since the first days. Like also in many other games, there's a great tradition for me to be an 'using' part of the modding community. I'm trying many mods and I'm mostly impressed of the creativity. But I do not have any knowledge about modding. It is something I like when it's finished, but I have no talent to bring my ideas to a result. So after hours of talking ;-) here's my idea: I found it boring, that Skyrim does not allow you to individualize your Weapon. I dreamed of an enhanced Crafting System: You first melt/forge/craft the shaft. Then you create the blade. And then you choose a special style additional to the chosen ingot/material. The clue is, that for instance when you create a short wooden shaft for your steel axe, it has already the attributes of short range, but higher frequency and less stamina cost. Then you add a small blade (I'll purpose 3 of each kind for each weapon type) and the result is a small axe with short range, high frequency and not that much stamina cost, small damage and significantly reduced weight. Example 2, now with the different bow types. You have the following bow components: Bow structure: a tense one, a middle one and a soft one. The tense one offers great projectile speed, high damage but high stamina cost while slowly pulling. The Soft one offers high frequence and no stamina cost one the one hand, on the other hand the arrows are slower and don't inflict much damage. Arrows: 1) arrowhead: Better materials= higher damage, but the Shape with the most damage is the heaviest. A small wooden arrowhead offers small damage and armor penetration but high speed. They are also not precise on long range. A high end dragonbone arrowhead in a deadly shape ( for ex. with barb) is flying constantly and precise, although it moves slower and is more expensive to craft. 2) the fletched end: there are 2 different types. One expensive end built out of feathers you have to find in the wilderness and a cheap one made out of leather pieces. The differrence is again simply quality. Example 3:Daggers Daggers possibly have only two components: The shaft: one with a great handling increase, very fast but costing much stamina. The other one with a plus on block, slower attack and almost none stamina cost. Then the Blade: A stiletto style blade with low damage and high frequence... and a double wield knife blide, dangerous not only when stabbing, when cutting, too. It offers great damage, same frequency but more stamina cost. I do NOT want to a certain dagger to be stronger than a warhammer is. I just want to give the weapons a more individual style. This is a prototype of an idea. If anyone likes my idea, let me know so I am motivated to carry on thinking and will create a percentage value table. If you want to change or add anything, feel free to let me know. If not, f*** it and I will return into the darkness of the "I'm-only-using-mods-but-do-not-have-the-willpower-to-create-one"-abyss. With best regards, Bobby. PS: maybe my idea is also compatible with some armor aspects. Why not... would be f***ing awesome. Edit: There's the need of a Graphic-Designer, who can put the ideas into a nice appearence. Also someone who has acceptable knowledge on medieval weapons can help us anytime ;-) . Let's see how far we can get with this project.
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