Would be cool to see an awesome hand-to-hand system! Would love to see some well-made brawling, grappling, throwing, etc. Maybe it can be some kind of ambient stat that grants you more attacks and abilities as you use it (sort of like the way Oblivion handled abilities, just without the leveling up of course). If there are going to be armed enemies in the game, the ability to throw-disarm them would be totally awesome!
I would like to see a fighting system too, but it would have to use two buttons most likely or such because the game will likely control similar to Terraria. And disarming? Unless it just stuns their weapon so they can't use it for a few seconds, I think that would be problematic. =p "dude that guy stole my laser cannon!"
Tachyonwolf has a point. Disarming the weapon would be rather uncouth, not to mention unbalanced. I do like the idea about having the ability to grab and throw your target. Perhaps it could be toggled with Backspace, so that you wouldn't accidentally attempt a grab if you had no item in hand? Or maybe just a punch, scaled according to how much health you have left. I'd like to be able to Kirk things to death, if nothing else.
yeah for sure, would totally have to be restricted like that for pvp,stun it or put it back in their inv, would be sweet to see disarming against normal baddies tho!
I think this could work quite well with a sort-of extreme ''High-risk, high-reward'' style. Well executed, you could for example, disarm others, but that'd have some pretty hefty penalties, like taking a lot of stamina (If there's such a thing), the target has to be below 25% health, there's a 50% chance you miss and end up stunned, you can only do it once every 5 minutes and so on. It'd be a speciality class, someone who couldn't really do anything well without backup. It could perhaps be specialized in crippling foes, with disarming, grappling and perhaps, for example, punching the air out of them. As long as it is well done, I could see this being quite fun.
Hand-to-hand combat will probably be just like this: Player uses punch: 1 Damage Enemy uses gun: 75 Damage Player died. THE END.
Well that's the thing, if you can evade/use the Terrain to your advantage and get in close, you can take his range away from him.
Well, yeah. Gun beats fist. But that's the beauty of being able to dual-wield. If, for example, you were on a world that had lava, you could use the environment to your advantage by grabbing and throwing your opponent into it to even the odds between your melee weaponry and his ranged gear. It might not be possible to have true battlefield control in a game like this, but having limited control over where your enemy stands is better than nothing. It wouldn't do to have too much power in unarmed attacks, though, so it could be limited by your remaining health. Assuming that you have the option of raising the amount of health you have, it allows for improvement for those who want to focus on being a Kung Fu Spaceman. Just limit the distance you can throw(Initiate grab and the next click is considered your target, with the trajectory equaling halfway between you and your target and multiplied by the percentage of health you have left) and the amount of damage a punch can do(Starting health means a punch does a small amount of damage, more health means more damage). I'm just tossing out ideas, though. I don't know how hard it would be to implement.
A fist is quicker and easier to aim at close range when you're sidestepping and dodging someone with a gun. Guns are heavy, takes a bit to aim and a bit shorter to fire, and during that time a man using only his fists could have jumped to the side, and landed several blows to the gunman. Not even a man brandishing a sword could be that fast. A gun may be more powerful generally, but a strong punch to the head can be far deadlier than, say, a shot in the leg, and as I've said, also far quicker. However, the chance of you getting in close enough to actually use your fists is low, but can very well be done. So like I said, this kind of combat lends itself to high-risk, high-reward style of combat.
I think he's referring to the tendency towards "Dish out damage without getting hit in return" that ranged fighters tend to have, favoring anything that will make them move faster in favor of whatever will raise their defenses. Making a lightning-fast person stand still so you can clobber them could be devastating, if used in conjunction with a melee weapon. Of course, now that brings up the question of escaping a hold. Perhaps it could be another health thing, comparing the grappler's to the grapplee's? A fifty percent chance that a jump will allow them to escape, modified by who has more health to start with? That way, the run-and-gunner could shoot his opponent and raise his odds of escape.
Also, your environment could hinder you too, like if you're on a planet that requires you to wear an oxygen tank or spacesuit, you could take penalties for the extra weight/sluggishness, even though these items souldn't slow your character down normally.
Good idea, but maybe some planets would leave you the choice wether you wear a suit, and get slowed down, or don't, and get your health reduced! This could add a little more freedom of choice to the game!
Would be awesome to see calculated risk situations like this, would give the game a great deal of depth!
Some planets slowing you down/taking your health? Sounds like a bothersome mechanic to me. What would be the purpose? Seems like the same kind of thing could be fulfilled by giving you a boost to either health or speed by equipment or skills. Slowing you down or reducing your health simply because you wanted to explore that particular planet is simply a way of limiting exploration, for no good reason might I add.