Author Topic: Swords, Axes and Blunt Weapons relative to swing speed  (Read 1117 times)

I just had a fun idea for duels; Basically, you have a sword, ax, bat, mace, whatever, and it's held directly in front of you, with two hands.

When you swing the mouse and the camera, the weapon you're holding swings with it. If the left mouse button is held down, the faster you swing the weapon, the more damage it does.

In contrast, the right mouse button defends. The more still it's standing the more damage can be defended against. For instance, if a blade is standing/defending perfectly still and the enemy's attack is extremely fast, the damage is nulled to the point it does either very little damage or none at all.

I just thought it'd be cool to have a momentum based fight :D

This would be insanely tough to script.

But holy crap it would be just like Die by the Sword, I want this!

Holding still is inferior to backing away under the force of the blow.

And diverting momentum is also useful.

Can TGE even do this?

increase/decrease damage by finding eyevector velocity or somehting
sounds neat

Maybe holding down the left mouse button simply turns the weapon to a "Horizontal" position; As in, the blade is faced down the the ground.

Not holding it down puts it in a "Vertical" position, where you smack with the flat side of the blade. It also changes
the way you hit the enemy; If you swing across in the vertical position, you push the enemy back, wheras if you swing down, you do damage.

Maybe as added effect, slapping someone else's sword with the opposite side they're using, (You have vert, he has hori) both of you get impulsed just a bit back, and a loud CLANG is heard.

That'd be epic win. :D

Best I can think of now is using the eyevector to scale damage on the left trigger, and to charge a shield on the right, or something.