Think of your favorite combat system in a video game before coming in and posting and write down details of what made it so great and enjoyable. I'm got UDK working again and can't think of a combat system to make. There are just so many choices I can't decide. So I'm going to see what kind of combat people enjoy most.
I've always loved Oni's combat system.
Especially considering how old the game is there was hardly anything comparable at the time.
It's basically Street Fighter (or similar) as a 3rd person melee combat game (although you can pick ups guns).
I love the large number of moves (grabs, throws, blocks, jump attacks, kicks/punches to the back and sides, sweeping kicks, sliding, stuff you can only do while sprinting) and since the enemies can also block your attacks and have their own set of skills you have to quickly chose the right attack or reposition yourself to break their defense and bring the pain.
And now factor in guns in close combat. And team fights where you are outnumbered 1 to 5 sometimes.
My 'favourite' is a rather hard one, I like a lot of combat systems for different reason. But since I'm playing a lot of Heroes 6 lately (well, a lot...), I'll describe that.
In Heroes (of might and magic) you walk around on what's called an 'adventure map' with your heroes. On this map you can see enemy heroes, towns and forts as they enter your range of vision (there is fog of war). Hovering your mouse over an enemy target lets you know what units are present in the army, and roughly how much (i.e. it says "few" for 1 to 4 of a unit type, "several" for 5 to 9, "pack" for 10 to 19", and so on). It also shows you the enemy's hero level and his basic stats (attack, defense, initiative, that kind of jazz). A hero can learn certain abilities by putting ability points in a specific spell, you know the idea there. One of these abilities is scout, which allows you to see exactly how much units are present instead of the vague descriptions of "few", "several", etc.
Once you move up to an enemy target, you go into a specific 'combat map' where you use your hero and actual creatures to fight the battle. I could spend an hour explaining this combat map, but I think one screenshot does a better job.
Each unit moves a set amount of squares, you can attack units by standing next to them (or with ranged attacks if you have archers), and which unit gets to move when is determined by the 'initiative' stat; the bar on the bottom of the screen shows which creatures are up next. Once all creatures have moved, one turn has passed. A hero gets to cast one spell or manually attack one enemy unit per turn, and there is a 'faction ability' which can be used whenever one of your creatures is up for action; this faction ability needs to be charged in a specific manner (the manner differs per race, but for one it would for example be "you gain a charge everytime one of your unit spends his turn not attacking anything").
Units themselves stack and have individual hit points. To clarify this; the vampires on the screenshot (the selected unit) are a stack of 12. A vampire has about 45 HP (I think, this is of the top of my head). This means that everytime 45 damage is dealt to the stack, one vampire dies. Consequently, an attack dealing 140 damage will kill 3 vampires and leave a stack of 9 with the 'top' vampire being on 40 hp left. A units' damage stacks, which means that if one vampire deals 8-12 damage a hit, three vampires will deal 24-36 damage on an attack.
I hope I've explained it well enough, and I hope it's inspirational in some way.
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Think of your favorite combat system in a video game before coming in and posting and write down details of what made it so great and enjoyable. I'm got UDK working again and can't think of a combat system to make. There are just so many choices I can't decide. So I'm going to see what kind of combat people enjoy most.
10 days and no one could think of a fav.?
I've always loved Oni's combat system. Especially considering how old the game is there was hardly anything comparable at the time.
It's basically Street Fighter (or similar) as a 3rd person melee combat game (although you can pick ups guns). I love the large number of moves (grabs, throws, blocks, jump attacks, kicks/punches to the back and sides, sweeping kicks, sliding, stuff you can only do while sprinting) and since the enemies can also block your attacks and have their own set of skills you have to quickly chose the right attack or reposition yourself to break their defense and bring the pain.
And now factor in guns in close combat. And team fights where you are outnumbered 1 to 5 sometimes.
Hawt.
Oh God I want Oni 2.
My 'favourite' is a rather hard one, I like a lot of combat systems for different reason. But since I'm playing a lot of Heroes 6 lately (well, a lot...), I'll describe that.
In Heroes (of might and magic) you walk around on what's called an 'adventure map' with your heroes. On this map you can see enemy heroes, towns and forts as they enter your range of vision (there is fog of war). Hovering your mouse over an enemy target lets you know what units are present in the army, and roughly how much (i.e. it says "few" for 1 to 4 of a unit type, "several" for 5 to 9, "pack" for 10 to 19", and so on). It also shows you the enemy's hero level and his basic stats (attack, defense, initiative, that kind of jazz). A hero can learn certain abilities by putting ability points in a specific spell, you know the idea there. One of these abilities is scout, which allows you to see exactly how much units are present instead of the vague descriptions of "few", "several", etc.
Once you move up to an enemy target, you go into a specific 'combat map' where you use your hero and actual creatures to fight the battle. I could spend an hour explaining this combat map, but I think one screenshot does a better job.
Each unit moves a set amount of squares, you can attack units by standing next to them (or with ranged attacks if you have archers), and which unit gets to move when is determined by the 'initiative' stat; the bar on the bottom of the screen shows which creatures are up next. Once all creatures have moved, one turn has passed. A hero gets to cast one spell or manually attack one enemy unit per turn, and there is a 'faction ability' which can be used whenever one of your creatures is up for action; this faction ability needs to be charged in a specific manner (the manner differs per race, but for one it would for example be "you gain a charge everytime one of your unit spends his turn not attacking anything").
Units themselves stack and have individual hit points. To clarify this; the vampires on the screenshot (the selected unit) are a stack of 12. A vampire has about 45 HP (I think, this is of the top of my head). This means that everytime 45 damage is dealt to the stack, one vampire dies. Consequently, an attack dealing 140 damage will kill 3 vampires and leave a stack of 9 with the 'top' vampire being on 40 hp left. A units' damage stacks, which means that if one vampire deals 8-12 damage a hit, three vampires will deal 24-36 damage on an attack.
I hope I've explained it well enough, and I hope it's inspirational in some way.