Combat Moves Ideas

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Combat Moves Ideas

The Combat System in this game is very interesting and brutal. I like how moves availability depends on certain conditions plus a bit of random value. Naturally, I have some ideas I'd like to post. Just a few new moves for now but I will expand the idea when I get free time.

Moves

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/NEO%20Scav/Taunt_zps743c9f44.png)
Taunt
-Mocks the Target in an attempt to make them Angry
-Must see Target
-Small chance to also affect nearby Enemies
-High chance of being detected if Hidden

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/CounterKick_zpsfb56de6b.png)
Counter Kick
-Counters the Target's next attack with a Kick
-Must be skilled in Melee
-Must be in Melee Range
-Must see Target
-Chance to Push Target 1 Space Away from You
-Chance of being detected if Hidden
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/GrabWeapon_zps143fb403.png)
Grab Weapon
-Attempts to Grab a Weapon out of the Target's Hands
-Must have at least one Hand Slot Empty
-Must be within Melee Range
-Must see Target
-Makes You Vulnerable
-Chance to be Knocked Down
-Automatically detected if Hidden
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/ThroatRip_zpsf8aae3f2.png)
Throat Rip
-Attempts to Pull Out the Target's Throat
-Must be Dogman Strong and Tough
-Must be within Melee Range
-Must see Target
-Target must be Stunned
-Makes You drop your Weapons
-Makes You Vulnerable
-Gets Knocked Down if Failed
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/NEO%20Scav/Vanish_zps31235e11.png)
Vanish
-Attempts to Hide from the Enemy
-Must be skilled in Hiding
-Must be between 25 or more Spaces away from all Enemies
-Chances to succeed based on the Number of Enemies
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/LureAway_zpsaee688bb.png)
Lure Away
-Tries to lure the Target and other nearby Enemies 1 Space away from You
-Must see Target
-Must be Hidden
-Must be between 3-9 Spaces away from Target
-Low Chance of being detected if Hidden
-Makes the Target Vulnerable
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/TakeOut_zps44c900e5.png)
Headshot
-Ranged Attack aimed at the Target's Head
-Must be skilled in Ranged Combat
-Must have a Scoped Weapon Equipped
-Must see Target
-Must be Hidden
-Must be 20 or more Spaces away from Target
-Makes You Vulnerable
-High chance of being detected if Hidden

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/FeignDeath_zps69ee2d97.png)
Feign Death
-Attempts to Play Dead to Survive
-Must be Fallen
-Chances to succeed based on how wounded the Player is
-Target is able to take your Items
-Hostile Encounter Stops

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/CrawlAway_zpsdc92783f.png)
Crawl Away!
-Moves 1 Space away from all visible Targets
-Must see Target
-Must be Fallen
-Removes Cover
-Makes You Vulnerable
-High chance of being detected if Hidden
-Not always Available

Conditions

Angry
-Cannot Retreat from the Battlefield
-Availability of Run! and Fall Back from Enemy Decreased
-Availability of Defensive Moves Decreased

Scared
-Cannot Advance or move towards Enemy
-Availability of Defensive Moves Increased
-Availability of Offensive Moves Decreased

Removed
These ideas were removed from the above list because they are already in the game or they are no longer needed.

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/ThrowObject_zps21e0fa1f.png)
Throw Object
-Hurls an Item at the Target
-Must have a Throwable Item Equipped
-Must see Target
-Must be between 2-4 Spaces away from Target
-Chance of being detected if Hidden

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/CatchObject_zps35156d52.png)
Catch Object
-Attempts to Catch an incoming Object
-Must have at least one Hand Slot Empty
-Must see incoming Object
-Makes You Vulnerable
-Not always Available

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/Surrender_zps147f3b6a.png)
Surrender
-Ask Target to spare your Life
-Player and Target must see each other
-Target is able to take your Items
-Hostile Encounter Stops

IMAGE(http://i200.photobucket.com/albums/aa145/ChikoEduardo/DemandSurrender_zps6caabda9.png)
Demand Surrender
-Offer the option to Surrender to Target
-Player and Target must see each other
-Player is able to access the Target's Inventory
-Hostile Encounter Stops

Pew pew pew!

Ok dude you are very good at art and ideas, I love all of this ideas every single ones.

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

Great suggestions, Chiko! All good ideas and nice visuals. (I particularly like Surrender and Feign Death, ROFL.)

If you wanted to open this up to a discussion, consider adding these to the list:

Head-butt
- Attempts to crush enemies face with your forehead.
-Must be within Melee Range.
-Must see Target.
-Chance allow enemy "bite face" move.
-Automatically detected if Hidden.

Grab Weapon
- Attempts to counter attack by grabbing the weapon out of enemy's hand.
-Must be within Melee Range.
-Must see Target.
-Chance to fail horribly and allow enemy free melee hit chance.
-Automatically detected if Hidden.
Available: only when enemy is about to attack or attacking.

Head Kick
- Attempts to crush the head of a fallen opponent.
-Must be within Melee Range.
-Must see Target.
-Chance to trip and fall onto the ground.
-Automatically detected if Hidden.
Available: only when enemy is fallen.

Just some stray thoughts inspired by this thread.

Head-butt is already in the game, you get it with the tough perk. It damages and has a chance to knock them over. But the best thing is reading "Player used a head-butt" "Bandits lower stomach was smashed" lol

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

Well, how about the famous finishing move from Road House 1989?

Throat Rip
- Attempts to grab and pull out opponents throat.
-Must be within Melee Range.
-Must see Target.
-Chance allow enemy to bite hand.
-Automatically detected if Hidden.

I just tried Head butt and I landed it on the arm of a Target, lol! Maybe that attack should hit either the chest or the head?

Grab Weapon and Throat Rip sound interesting. Hmm... there are some things I'd like to suggest regarding those two:

Grab Weapon
-Attempts to Grab a Weapon out of the Target's Hands
-Must have at least one Hand Slot Empty
-Must be within Melee Range
-Must see Target
-Makes You Vulnerable
-Chance to be Knocked Down
-Automatically detected if Hidden
-Not always Available

Throat Rip
-Attempts to Pull Out the Target's Throat
-Must be within Melee Range
-Must see Target
-Makes You Vulnerable
-Gets Knocked Down if Failed
-Automatically detected if Hidden
-Must be Dogman Strong and Tough
-Not always Available

Pew pew pew!

Great moves ideas and splendid work on graphics. Feign Death, Surrender and Lure Away have instant +1 from me. Grab Weapon is nice to, missed opportunity to do that in game (recently me barehanded vs. bandit with a rifle).

Throat Rip sounds a bit too movie/comic-book-like. Maybe Throat Bite instead? Common for dogmen and monsters and sometimes possible for humans when really desperate in hand-to-hand combat on the ground (you and enemy must be on the ground, must be wounded, not always possible).


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Throat Rip does sound like a Dogmen Finisher Move. Maybe it's only available for Dogmen and other Feral Creatures?

Also, added some new stuff to the main post.

Pew pew pew!

A few comments I'd like to share:

Counter Kick - this one may make things like dodging/parrying redundant. I'd rather just settle for enemy being vulnerable after his attack will be deflected/avoided rather than having an option to (presumably) both intercept the attack and deal one on it's own.

Crawl Away! - it's basically current rolling away, just named differently. And whe outside of battle it seems somewhat redundant again - if player's character is hidden and not detected, then we could safely assume that during his move it's both sneaking and crawling to remain out of sight, depending on what the situation calls for.

Surrender! - I find it to have far more potential than this. I'd rather have it to be 'Parley' - and if the enemy is an intelligent being not completely keen on murdering you, it could lead to a choice of three options - 'Demand surrender', 'Surrender' or 'Stop the fight'. First is obvious, the second one I'd like because sometimes it's the enemy that's about to die, battered and stumbling away yet I may want to spare him - I'd like to just check through his pockets. Additionally, sometimes, realistically, people about to fight see that the potential profit comes at too much of a risk - and here where I'd use the last option. Success in using any of these would just end the fight - with or without losing items or getting a screen where one can take some from the enemy - and making enemy stumble away from the player character to disappear at some point when out of sight.

Other than that I like most of the ideas - I do agree though that things like ripping throats etc should be rather reserved for feral enemies although even then I'd rather have it as a finishing blow or plain result of things like claws or fangs applied to the throat.

I also would suggest melee perk requirement for attacks 'beyond basics' - regular guy who hardly ever fought in his life, isn't prepared to etc won't try things like roundhouse kicks or headbutts - not only because such aren't what he'd be comfortable with but also because it's common knowledge that without practice those attacks will be useless or even a danger to the user. At the same time (for the sake of future suggestions and implementation) I'd like to stress importance of not making them too powerful - they're just to be additional options in a fight and sometimes a swift punch in the face is still far more effective than some elaborate jump-piruette-kick attack.

Lastly, nice icons.

Counter Kick does not make dodging/parrying redundant because it's "not always available"
Also, there might be people that would rather like to counter an attack and push the enemy 1 space away from them for whatever reason they might have, than dodge/parry, so that depends on how the person wants to proceed and this just adds another option to choose from.

Crawl Away! is not Roll Dodge with a different named coz the later only have a small chance to move you 1 space away. Crawl Away! moves you 1 space away 100% of the time at the cost of being vulnerable. It's a desperate move available to both you and the enemy... Something that someone would actually do when facing certain death.

I like the Demand Surrender option you mentioned. I see enemies running away from you sometimes and offering them to surrender is a nice thing to have available.

I agree to have different moves only available to different perks. Like Counter Kick for survivors good at Melee and Crawl Away! for survivors with the non-existent Coward Trait I'd like to suggest here next time I add something new to this thread. Or maybe available when the Characters get the "Scared" condition.

Pew pew pew!

Added two moves more and edited some of the others. Also, I got an idea about the Scared Condition I posted. There are two Moves that are kinda similar in the game, Run and Sprint Away!

Maybe when Characters get the Scared Condition, they get Run replaced by Sprint Away!
Something similar could happen with other Moves like Desperate Retreat or make the one I suggested, Crawl Away!, replace both Pull Down and Get Up Moves.

Maybe even have two new Traits/Skills for this, Brave and Coward.

-Brave characters are harder to get affected by fear and they get a new Move, Fearless Charge!, which should be like a mix between Charge! and Threaten.
-Coward characters tend to get scared easily and get a new Move, Blind Enemy, which should be a Defensive Move executed when Fallen = Good old Throw-Sand-To-The-Eyes Technique.

I could make Scared versions or replacements of other moves if this seems like a good and realistic idea. :P

Pew pew pew!

I definitely like the progress you've made updating the move suggestions. In addition to these, I would like are more offensive moves. Maybe there could be a special move depending on whether you are barefisted, have melee or ranged weapons. If that doesn't work, then perhaps we could have simply more types of attacks (I think there are two currently in game). A combo hit might be a good third attack move.

Combo Hit:
-A default attack follow by X (x=kick, melee or punch)
-Must be skilled in Melee
-Must be in Melee Range
-Must see Target
-Chance to daze target
-Chance of being detected if Hidden

Personally, I think traits should be physical attributes, but being Brave or Cowardly are aspects of personality. So perhaps the player could have a "disposition" setting that could be changed while exploring. It might look like this: Aggressive/Neutral/Passive or Brave/Subtle/Cowardly.

What do you think?

I agree. More Combo Attacks need to be added to the game. That one sounds good, needs some negative things to balance things, though. Hmm... I will work on a couple of Combos as soon as I come back from downtown. Also, I'd like your opinion on this post: http://bluebottlegames.com/main/node/1342#comment-4219
Yes? No? Make icons and add to the list? :P

About the Traits/Disposition... I kinda disagree there. Some of the available options in the Skills/Abilities/Advantages/Disadvantages window are knowledge based traits like Medic or Tracking. I think psychological traits should also be included as options to choose from. I feel Disposition refers more to how a character feels about factions or other characters.

Pew pew pew!

Isn't a combo performing one move after another in succession? So if I hit raider and he falls and then (in the next turn) I kick him - isn't that a combo and him parrying successfully a combo-breaker? Cause I can't see a reason to create a separate move that allows player to do what he already can. Unless you are talking about doing double moves in a single combat round in which case I must say it sounds way too over powered to me.

On a side note "Combo Attack" sounds like something to be followed by Fatality or some other Kamehame fireball :D


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Lol yeah, it does. Well, I was thinking about something similar to Melee Surge. Adding negative stuff like Melee Surge does after you do that should make them not overpowered. :P

Pew pew pew!

Yes. Please do add those to the list, with your edits, if you like. :)

@ Kaaven: A combo could also be something you do in the same movement or before the enemy can react. But perhaps you make a valid point. I'd suggest looking up traditional fighting moves and various styles of combat, deriving a new move from that. Everyone is learning to fight in the dogman-apocalypses.

Here are some ideas I culled from the internet:

Joint Lock/Grab:
- Grabs and manipulates a limb

Throws/Takedowns:
- Need to be Strong
- Need to Grab opponent first

Kicks/Stomps/Strikes:
- Self explanatory

Chokes:
- Choke an opponent into submission or death
- Must Grab opponent first

These Grab attacks remind me a lot of the zombie attacks in that old text based game, Urban Dead. I like the idea, even though it could lead to a totally new way of combat. This would probably need two new Conditions, Grappling and Tangled. When characters start to struggle this way, they cannot just use normal fighting moves, only the ones you mentioned plus some that would, for instance switch them from Tangled to Grappling. Also, this new concept would probably allow a new Skill, Wrestling. Awesome stuff, so awesome it would need its own thread, IMO. xD

Edit: Maybe Grappler instead of Wrestling coz basically: Melee + Grappler = Wrestling

Also, added Grab Weapon and Throat Rip plus some minor edits to the main post.

Pew pew pew!

Love the icons! There are some interesting ideas for moves here.

Surrender is definitely one that many have requested, and I'd like to include such an option if time permits.

The Angry/Scared options originally made me hesitant. There are actually conditions in game already for Brave/Coward, but they only get applied to AI. I was worried such traits would force players to do things they didn't want.

However, the more I think about it, they may make sense in a GURPS kind of way. E.g. players that are cowards must run if they are able, while brave must fight if they are able. I'll have to think about that.

I'm not sure when I'll be working on the code for battle moves again, but when I do, I'll definitely have to swing by here for inspiration!

Dan Fedor - Founder, Blue Bottle Games

Thanks! We'll make sure to keep brainstorming for more moves ideas here. :P

Also, about the Brave/Coward Traits. I'll gather all the ideas I got written somewhere about it and post a reworked idea for that concept. I definitely think being hit with the Scared condition should affect your moves somehow.

Pew pew pew!

During my medieval sword-fighting days, two "moves" that were used a lot were:

- disengaging (pushing back) and keeping opponent at distance by extending the weapon strait at him (sometimes also circling one another) , disallowing him to come close at you (mostly to catch a little breath) - in game terms, move that keeps enemy at 1 distance for next turn and possibly to shake of "vulnerable" effect. Only for Melee trait. (Move name: Ward off? Keep at distance?)

- opposite to previous, coming close at the opponent, locking weapons with him and disallowing him to take a move on you. Used to rest as well as to try and overpower your opponent by pushing him back, possibly leaving him open for an attack - in game terms giving you chance to shake of "vulnerable" effect as well as giving stronger combatant a chance to make his opponent "vulnerable" instead. Only for Melee and Strong traits. (Move name: Lock weapons?)

Obviously both moves not possible with bare hands and the second one also not with short weapons like knives or cleaver.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Interesting... How about:

Fend Off
-Allows You to Back away from Melee Combat
-Must be skilled in Melee
-Must be in Melee Range
-Must see Target
-Moves You 1 Space away from Target
-Forces You and the Target to Lose 1 Turn
-Not always Available

Engage
-Forces You and the Target into Melee Combat
-Must be skilled in Melee and Strong
-Must be 1 Space away from Target
-Must see Target
-Forces Target to lose 1 Turn
-Makes Target Vulnerable
-Not always Available

The Vulnerable Condition only last for 1 Turn if I'm not wrong so that means both of these moves shake it off already. :P

Pew pew pew!

Yeah, no real point in resting during combat right now as it is. Maybe a new condition, Tired (Exhausted?), could be implemented to make combat more realistic (and my moves necessary:). Cause melee combat with heavier weapons is tiring as hell.

This "Engage" move, it should not need 1 Space to work cause the whole point of this maneuver IRL is to break from attack-parry sequence - that is both extremely energy consuming and also very hard to break otherwise, if one does not want to loose momentum by stepping back (and use it to move at the opponent to get him off-balance instead).


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

I like the progress of this thread so far.

It might be necessary sometimes to gain your "second wind," but overall adrenaline rush should be enough to keep you going until you kill your opponent or die trying. Nothing wakes you up faster than a life-threatening situation. But yeah, sometimes you just need to catch your breath for a second.

Just a suggestion for fend off instead of making so that you lose a turn how about you cant move or attack but you can access inventory and medic screens, or Take a closer look at the enemy see what is wrong with him

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

Because you mentioned that, I just realized you can use the medic screen during combat, take pain pills and possible bandage yourself. I think it would be cool to be able to see the medical condition of your opponent. It would require a modification of the existing medic screen, with a way to scroll to view the medical screen of NPCs. Cool suggestion.

@Kaaven
True. Now that you mention that, Tired/Exhausted Conditions would actually give some strategy when fighting. Characters would outrun tired enemies to escape, there would be no more nonstop attacking... Basically, characters would need to choose next action carefully because getting too tired could get you killed.

@Nickboom
I also had no idea you could do anything else but fighting... Good to know. That's a good idea for the Fend Off move. How about:

Fend Off
-Allows You to Back away from Melee Combat
-Must be skilled in Melee
-Must be in Melee Range
-Must see Target
-Moves You 1 Space away from Target
-Forces the Target to Lose 1 Turn
-Only Access Inventory and Change Attack Modes Allowed during Next Turn
-Not always Available

I'm not quite sure about having access to full Inventory... Maybe it should only allow you to use things that are easy to reach like in the Jeans Pockets and in the Hoodie Muff. Or from a Toolbelt if we ever get those. :P

Pew pew pew!

I like the Fend Off addition.

A tool-belt would always be awesome. It's one step away from being a gun-belt like in the old-West. But you can currently access your backpack in a fight, you just can't craft. That's probably a good thing, since you might have forgot to take out your knife or wrench and need to dive into your backpack to get it.

Tool-belt or utility-belt would be a great addition. Cause, let's be fair, accessing your backpack during intense melee combat is not really realistic (or wise, because whoever would try that would get mauled down really fast). Access to belt sachet/pockets/holster on the other hand is not only OK but really a great tactical addition (while at least 1 range away of course).


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Yeah, a Quick Inventory System would definitely make things more interesting. Items allowing us to have access to it can range from pockets in our clothing to more specialized items like holsters, tactical vests, leg rig pouches or panels, tactical belts and other load bearing equipment.

Pew pew pew!

throat slice,
must be hidden
must have sharp object
chance of being seen
not always available

decapitate,
chance of cutting off enemy's head
must have sharp object
chance to be seen if hidden
not always available

dislocate/cut off,
chance to take off enemy's limb/s
chance to be seen
not always available

set fire,
chance to set fire to enemy
must have lighter
not always available
chance of being seen

asthepanda2

I really like the sound of Throat Slice, as a powerful but hard to pull off attack. Decapitate is more of a finishing move, since it's really hard to do. And I think we have Molotov Cocktail idea for fire. Good comments.

I need to search my files. I'm sure I made more icons and move ideas just before something else got my attention. :P

Pew pew pew!

nut-punch
-makes enemy vulnerable
-enemy most be in melee range
-becomes detected then used
-change of making enemy unconscious
-makes you vulnerable
-requires you to be unarmed

somersault flip (back/forwards)
-moves you 2 spaces backwards/forwards
-chance of becoming detected
-not always available
-must be acrobatic
-small change of becoming injured

kneeshot
-cripples foe if successful
-chance of scaring foe if failing
-becomes detected
-not always available
-requires scoped rifle

right in the kiss'ya
-punches opponents lips
-melee ranged
-becomes detected
-stuns opponent
-change of tripping the opponent

backstab
-melee ranged
-deals lots of damage
-must be hidden
-average change of punctuate the foes lung
-makes foe vulnerable
-makes the foe fall
-becomes detected

flying pie with a big sword

It's been a while since I last updated this thread. Took some of them off the main list, edited most of the rest and added a new one in there. :3

Pew pew pew!

Ram attack with shopping/box cart.

Ran around with a clown mask before it was cool

That one sounds interesting. Actually, it would be cool if some items would allow some unique attack types.

Pew pew pew!

Yeah, that would be a cool. One from the top of my head - using lit torch to try and scare away certain, more animalistic, enemies (kind of "Super-Threaten" against Dogmen, Horrors and Melonheads).


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

I like the idea of ramming a person with a shopping cart,maybe even mounting weapons onto the sides to impale an enemy,maybe mounting a noise trap to the top that way it hits the person and gets the attention of the whole neighborhood(must be hidden or you will get caught in some bad stuff),or you could put armor on it hop in and ram the guy.

asthepanda2

How about... switch weapons, from slung arms to left/right arm?(assuming empty hand) Maybe there's super techy problems related to it... but I think that'd be fantastic for lazy people such as me... and reloading munitioms from hoodie/pants hotkey?

Mount for when both you and enemy is down? Neither can run/move, and you are much less likely to dodge an attack, but same applies for hostile too. Bad call when you're outnumbered.

And struggling goes well with mount, I should think. Strong characters break out more easily.

While were at mount, How about chocking for fallen hostiles? Enemy falls and you chock the heck out of that thing. Kicking is cool and all, but i'd be happier chocking dogmen to death.

Thanks for wonderful game :)

Never take your neckless off while taking a shower

I really don't like the notion of my character becoming scared or angry. This is simply ripping away control from me, my character will do stuff I did not plan for at all. And honestly, who gets so mad at someone by words only, that they risk to throw away their lives?

Being scared I guess we can justify, however being angry to the brink of throwing away ones life is not only silly, but also ruining the game experience.

seems to work in xbox community pretty well.

Never take your neckless off while taking a shower

Only a handful of the combat action moves are ever available each turn so you never really have stuff planned, only a general idea of what to do. There is more than one idea of this concept, the other one being getting different versions of the regular moves so that way being scared or angry would affect the way you do things, but not stop you from doing something completely, which I like more than the other one.

Also, way too many ppl get mad by words only, as silly as it sounds, it happens all the time. Besides, remember these are ppl who are probably hungry, tired, cold and otherwise not having a nice day so getting angry is not a rare thing to happen. It's the apocalypse out there after all.

Pew pew pew!

There is a big difference between getting so mad at someone, you let them kill you. And being so mad at someone you try to do your best in a combat situation. "Taunting" is a myth that only RPG games with an "aggro" system use, and it has no place here.

No one is ever planning to "let" himself killed and yet people get killed/wounded in fights all the time. The person in stressful/dire situation is more likely to give in to the emotions or simply misjudge his chances. Not to mention some people are more susceptible to angry outbursts (and even have what once was known as a temperament, while now being called the anger management issues). I believe that "taunting" is just a over-used name for a real-life method of pushing someone over the edge.

You can also take into consideration that the in-game NPCs are people who live a violent lives everyday, so they are even more likely to crack under pressure. There is also a factor of "survival of the strongest" type of society they live in - it can pressure them into actions aggressive beyond rational thinking, simply because if they not act that way they will be excluded from their groups - something that can be observed in real world as well (all sorts of militia groups, sports hooligans, etc.).

That being said, I am against implementation of such states in a way that would take control from the player - if I can choose to play merciless killer or a coward in encounters, than the same should affect my combat choices.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

You are somehow getting it all wrong. Basically, it should affect some of the combat moves and the chances these get available to you. Also, Kaaven pretty much posted a better answer than the one I posted before. I also agree with him about the taunting.

Myth or not. I've seen it happen so many times here in my homeland and in the US it's even funny.

Pew pew pew!

I just want to say this is a very interesting topic. I would love to see how these ideas make it into the game. I don't really have anything helpful to say, other than I could always use another option to kill someone.

How about attacking enemy weapon?

Bash Enemy Weapon
- Must be in Melee
- Player must see enemy
- Attacks weapon enemy currently holding
- Have a chance to leave enemy with bare hands
- Enemy weapon might drop on the hex or be destroyed completely if its condition is bad

I like this one. Doesn't sound overpowered and enemies could use it too.

Pew pew pew!

Great thread.

New, possibly funny, move ideas:

1.urinate on-
-large risk of dying (I bet you could also stain clothes like this!)
-Makes enemy mad
-Can make enemy slip
-Must see enemy

2.spear bash-
-Bashes spear on enemy
-Must use spear (Wait...what :O)
-If hiding you are seen
-Chance of breaking spear

3.bow strangle-
-Strangles enemy with bow
-Must be hidden
-Must see enemy

sorry if any of these have already been said, scanned the other posts really quick.

asthepanda2