View Full Version : Hexagon for the so called art of battle and an awesome mode suggestion

07-17-2015, 11:43 AM
It's just my personal suggestion for the combat system.
I am no specialist in this sort of things, I'm not even sure of what I'll be talking about so here it goes.

Just to clarify things up the hexagon has six faces which I suggest they should put in the game.
So we have the sides of Top, bottom, upper right/left and lower right/left.
This may sound stupid but I think the hexagon is perfect if this would be
focusing mainly on defense.

So the sides have effects on your armor, so before each battle you'll find yourself equipping
different helmets for top attacks, pauldrons(Shoulder armor) for top right/left attacks, and thigh armor for lower left/right and bottom attacks.
Also chest armor because I read a thread about thrusting attacks.

This suggestion is perfect for a gladiator duel or a 1v1 duel. Or you can have a special mode for this called "This is Sparta!" where you'll find yourself
in Sparta where you are a kid fighting with other kids with wooden swords beating each other up and trust me,
Sparta was once a brutal place where this could have happen. You have 500% more health and getting hit gives you graphical bruises and getting hit twice or three times
in a row will make your character bleed.

I suggest that the game has two types of "art of battle", the Triangle and upside down triangle(standard),
Realistic mode = Triangle
Berserk mode = Hexagon (this thread)

07-17-2015, 11:46 AM
Because of the "This is Sparta" mode I think it would be better if this was a DLC or rate the game 18+

07-17-2015, 01:49 PM
I don't think that they will change one of the main parts of their combat system for one mode and don't like it that much because of the reasons brought up in the Kingdom Come thread. Another problem is fighting kids in games (and the "This is Sparta" line always sounds stale for me xD)

But wounds, bleeding and holding wound animations would be nice so you can see visually that your character survived some battles and is low health now .

07-17-2015, 08:01 PM
Sounds cool conceptually. It would make the combat infinitely more dynamic. I also like the idea of separate armour stats/damage (unless I'm reading that bit wrong).

However, it would probably be too much work to add three additional directions for your weapon to attack/defend to be implemented in the vague 'early next year' timeframe they've given for release (i.e. a complete combat system rebuild). Another issue is that a system like that might end up requiring too much precision to accommodate new players---that is, you would need to spend a lot longer perfecting your technique, so that, it might appeal only to very technical people, and only veterans would really enjoy playing---meaning that the player base would risk being too small to be worth the effort.

The 'Thrusting' thread you saw, by the way, was mine. In writing the above, I have had to consider the same applies there, that the additional direction required for the thrust---and the thrust mechanic itself---could confound players early on and cause them to stop playing. On the other hand, it is only one direction, and only one more thing to consider, not three, so it adds variety and a hint more strategy, without being overwhelming. That was the idea (comments over there are better served than here, if you'd like to discuss that specifically; link's in my signature).

Maybe if there's a sequel, they could retool and expand the combat system. I'd support the exploration of the idea, or it to be tested out.

07-17-2015, 11:47 PM
A very similar discussion to the Kingdom Come thread, indeed.

I say nay and nay to your suggestions.

6 directions would make attacks too easy and defense too hard. Zerging would prevail.

The mode just sounded silly to me. It doesn't fit the game at all.

07-17-2015, 11:49 PM
That would worsen the accessibility of the game. Why 3 gates is good, is because it's easier and accessible for everyone, but still gives you a challenge at the same time.

Firstly more gates would be harder to follow only with visual cues (without HUD guides because a lot of people want to disable that), if they don't make them ridiculously obvious from which if they did the animations would suffer (LOOK! I'm wiggling my sword like a baseball bat, I'm in upper right stance).
And here we get to the second problem, more gates would mean more robotic animations especially if you are switching back and forth between stances take the lag into account. I like how fluid they made the combat so far, wouldn't sacrifice that for deeper combat and choppy animations.