Jump to content

Melee combat in DU(Please put you're take on melee combat and ideas on this topic)


KingofPR

Recommended Posts

You are correct. It's easily imagined why we would need melee combat. However, like I said before in another topic, this game is about a whole lot more than just combat. There are many more important things to be worked on and developed before the game even needs combat, and melee combat at that. When the time does come, which will probably be around Alpha release, simple melee action is probably going to be all there is to melee combat. At least for a while.

Yeah, sure, but if it comes to ground warfare, they oculd consider the melee system. The game is focused on building first, destroying later :P

 

Gimme a powered vibro-hammer to shatter walls ala R6:Siege and I'll be throwing money left, right and center on the game :P

Link to comment
Share on other sites

I'm thinking Melee should be super-basic, and mostly there to sustain realism. A simple swing is fine, with the ability to craft weapons that are swung that add modifiers to that attack, though adding block would be really interesting to add on there. That's probably all that they should do, and spend more time focusing on other things.

Link to comment
Share on other sites

I'm thinking Melee should be super-basic, and mostly there to sustain realism. A simple swing is fine, with the ability to craft weapons that are swung that add modifiers to that attack, though adding block would be really interesting to add on there. That's probably all that they should do, and spend more time focusing on other things.

Well, not an "Active block" like in Skyrim, more like a block from WoW, if the enemy is in front of you and you got the "blocking" buff on, the next attack is blocked. Simple stuff really, not something really in-depth. 

Link to comment
Share on other sites

  • 2 weeks later...

Why bring a knife to a raygun fight? Frank Herbert had a nice solution in Dune: force fields that blocked ranged weapons but not melee attacks. It would be simple to do today in a game and would give players reasons to keep a melee weapon handy or add a bayonet to the laser rifle or what ever. 

There is more to melee than just a knife item in the hand though. You need animations, hit boxes that don't glitch out if your too close. One solution developed in Second Life years a go was really slow bullets that lasted only a few fractions of a second so got only a metre or so from the weapon before disappearing. 

Link to comment
Share on other sites

Why bring a knife to a raygun fight? Frank Herbert had a nice solution in Dune: force fields that blocked ranged weapons but not melee attacks. It would be simple to do today in a game and would give players reasons to keep a melee weapon handy or add a bayonet to the laser rifle or what ever. 

 

There is more to melee than just a knife item in the hand though. You need animations, hit boxes that don't glitch out if your too close. One solution developed in Second Life years a go was really slow bullets that lasted only a few fractions of a second so got only a metre or so from the weapon before disappearing. 

Well, rayguns can run out of ammo, a knife does not. Not to mention, stealth and concealment of weaponry.

 

 

 

A Dune inspired force field is good idea, although, the idea of an electric current flowing through a piece of metal in the shpae of a blade, or a plasma cutter emanataing from the edge of a blade is way more intriguing. 

Link to comment
Share on other sites

Without reading the other replies: Mount and Blade style combat, fists and everything above from sticks to super ultra mega power swords

The game is tab-targeting, not an FPS simulation. They seem in-fact, going for an Active Lock-On, which is tab-targeting but takes skill to lock-on the enemy target. It's no slugfest and it's not FPS. If you see the other guy raising his sword, you can jump away from their reach and their sword won't hit you. Simple, interesting and light on the server.

Link to comment
Share on other sites

Melee in futuristic games or the future itself will have little to no reason. If your talking the Waring States Era, ok, but even the American Civil war was fought 90% with ranged weapons. so the future with melee? Only if the End comes and we have to start all over. These discussions are a hold over from Star Wars and light sabers.

 

Y'know, there's a reason we still give our soldiers knives and bayonets today. The same reason the soldiers in the American Civil War and the American Revolutionary war had them: Eventually you're gonna get real close to the enemy, and it's kinda hard to aim at an enemy one foot away with a rifle barrel that's three feet long. So they drop the rifles, pull out the knives, and get to work. Same thing happens in today's world: Troop goes to clear a room, encounters an enemy that's too close to really aim at, so they go in for hand to hand.

 

Melee combat will never die. It will forever be the easiest way to deal with enemies that get close to you.

Link to comment
Share on other sites

If they wanted a good in-depth melee combat system that would be easy to implement, I would copy Kingdom Come Deliverance swordplay.  They use directional based attacks/parrying and reward you for 'perfect' parrying/blocking and such.

Link to comment
Share on other sites

If they wanted a good in-depth melee combat system that would be easy to implement, I would copy Kingdom Come Deliverance swordplay.  They use directional based attacks/parrying and reward you for 'perfect' parrying/blocking and such.

The game is not an FPS shooter simulator, they go for an active lock-on system by the looks of the game. KCD treats weapons as physical objects,  DUAL does not. We're talking on a basic level melee combat that can utilise movement and direction for damage, but the "parry" and "block" actions could be skills the player uses, as the game is an MMORPG.

Link to comment
Share on other sites

I have not played KCD for a while, but from what I remember from playing the sword combat you could do overhead, left/right swings, /thrusts, even diagonal swings (in 6 directions total).  The defender would have to react to the directional animation and counter attack or parry in that specific direction which gave it a nice twitch element to it.  Not sure what you're talking about lock-on, maybe it's changed since I last played the alpha...

Link to comment
Share on other sites

I have not played KCD for a while, but from what I remember from playing the sword combat you could do overhead, left/right swings, /thrusts, even diagonal swings (in 6 directions total).  The defender would have to react to the directional animation and counter attack or parry in that specific direction which gave it a nice twitch element to it.  Not sure what you're talking about lock-on, maybe it's changed since I last played the alpha...

 

He's referencing DU's prospected combat system

Link to comment
Share on other sites

I have not played KCD for a while, but from what I remember from playing the sword combat you could do overhead, left/right swings, /thrusts, even diagonal swings (in 6 directions total).  The defender would have to react to the directional animation and counter attack or parry in that specific direction which gave it a nice twitch element to it.  Not sure what you're talking about lock-on, maybe it's changed since I last played the alpha...

DUAL can't do that, because the year is not 2116, but 2016 :V

Link to comment
Share on other sites

Key words guys! We need stuff that is light on the servers so combat does not mess up all the other cool stuff.

The big question is how you do light on the servers with a 60 ship battle with ten turrets each? mmm That's a whole other topic/ can of worms. ;)  

Link to comment
Share on other sites

Key words guys! We need stuff that is light on the servers so combat does not mess up all the other cool stuff.

 

The big question is how you do light on the servers with a 60 ship battle with ten turrets each? mmm That's a whole other topic/ can of worms. ;)  

It's simple, you make it active lock-on spotlighting combat, which has no physical particles on each shot. It's really low on processing costs. Emulations cost a lot less than simulations do. It's the same reason how melee combat could be done. Make weapons have a certain hitbox infront of you, and add skills unlocked by specialisation for parry and block mechanics.

 

A 60 ship battle, with 10 turrets each means nothing. The server will still communicate the spotlighting damage calculations from the guns to the ship. There's no transmission of data on those calculations to other ships. It's client-server-client type of a combat mechanic, also known as "tab-targeting".

 

Again, the spotlighting active lock-on, is a very low in cost emulation. It uses the same mechanics involved in digging or removing voxels from the ground, only with a damage-per-voxel twist. It's not heavy.

 

 

Peace.

 

 

 

 

 

Link to comment
Share on other sites

It's simple, you make it active lock-on spotlighting combat, which has no physical particles on each shot. It's really low on processing costs. Emulations cost a lot less than simulations do. It's the same reason how melee combat could be done. Make weapons have a certain hitbox infront of you, and add skills unlocked by specialisation for parry and block mechanics.

 

A 60 ship battle, with 10 turrets each means nothing. The server will still communicate the spotlighting damage calculations from the guns to the ship. There's no transmission of data on those calculations to other ships. It's client-server-client type of a combat mechanic, also known as "tab-targeting".

 

Again, the spotlighting active lock-on, is a very low in cost emulation. It uses the same mechanics involved in digging or removing voxels from the ground, only with a damage-per-voxel twist. It's not heavy.

 

 

Peace.

 

 

 

 

 

Agreed once you commit to lock on and tab targeting it opens the door for combat because the cost of combat is lower. You don't need crazy high update rates and the resource cost for even large combat gets reduced so much.

Link to comment
Share on other sites

Agreed once you commit to lock on and tab targeting it opens the door for combat because the cost of combat is lower. You don't need crazy high update rates and the resource cost for even large combat gets reduced so much.

Also, the active lock-on is the best compromise between a point and click adventure tab-targeting system and an FPS game. For more info, look up TERA Online's way of doing Active Lock-On. It's still tab-targeting, but the "cast time" for an attack is visually demonstrated by animations during the cast-time itself. Same thing can be extrapolated for DUAL's melee combat. It's not something flashy, that is unless the Devs actually decide on adding a dedicated melee weapons skil ltree, which, combined with a "tech stealth" tree, could make for Space Ninjas, I mean, if we got Space Pirates, NQ must not be racist and implement Space Ninjas as well, otherwise, the balance of ludicrous won't ever be the same and the game might be imbalanced, because, as we all know, Ninjas travel at the speed of darkness.

 

 

Ask yourselves this. What was there before light? Exactly, a ninja, hiding under the cover of darkness.

Link to comment
Share on other sites

Looks like a good plan  CaptainTwerkmotor. I'm left with a lot of ideas for space combat options. Fire on breach = extra damage if the targets have taken X damage already. 

 

Yeah, but the crew can patch up breaches if they act quickly, or repair damage if the crew is trained well. At least for battleships or battlecruiser size ships.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...