I don't really know. I'm not really sure how something like that could
be implented into the game. The combat system is rather generic in
that you simply name the type of weapon, give it a hit point value,
mmin and max range, and let it go in the engine. It was never designed
with the concept of light vs heavy attacks etc in mind. I'm not sure
how I would go about changing this behavior even if I wanted to.
On 5/2/11, The Addictor <kenwdow...@neo.rr.com> wrote:
> Hey Tom,
> any chance you'll consider adding an analog weapons system to the game? I
> had several ideas on this.
> First, I personally tend to use my fists more than any other weapon--they
> get the job done just as well for me. I was thinking that you could add a
> stamina counter that goes down the harder you fight, the longer you run,
> etc. So to deliver a light punch, you would hold space down for a fraction
> of a second, and to give a heavy punch hold it down longer. The heavier the
> punch, the bigger the drain on the stamina, but one heavy punch would be
> more effective than five light ones. If you include dexterity later on, it
> could take out dex points if Angela's not wearing gauntlets or gloves. This
> would require judgment again, as a skeleton might only need two light
> punches, where it might take a heavy punch to knock out a minotaur.
> the same could be true if she swings a sword. Also, if she has any type of
> powered weapon, the longer the button is held down the bigger the charge.
> What are your thoughts on this?
> Ken Downey
> The Addictor
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