I like the idea of enhanced brawling, but I think it should be less Mortal Kombat and more Dead or Alive. Allow me to elaborate more mechanically: Dash: This move is just here for added mobility. It gets it's own section because it's the only one that acts differently with regards to whether you face left or right whilst pressing the buttons. {facing left} + [ a ] [ a ](hold) , {facing right} + [ d ] [ d ](hold) = Charge, an Offensive Dash that doubles the attacker's speed and knock-back. {facing right} + [ a ] [a ] , {facing left} + [ d ] [ d ] = Backstep, a Defensive Dash that puts extra distance between you and your opponent's attacks, causing them to miss entirely. Defensive moves: Using the correct choice of these in any given instant will mitigate ALL damage. [space] = Jump (dodge Low (Tier -1) attacks) [ s ] = Duck (dodge High (Tier +1) attacks) [ w ] = Block (deflect Straight (Tier 0) attacks). Block by itself will NOT stop all knock-back, only nullify it. Block + Backstep WILL negate all knock-back, but you will still move slightly backwards due to Backstep. These moves will also add Tier (height) modifiers to offensive moves combined with them: Jumping gives +1 (Low attacks become Straight, Straight attacks become High), Ducking gives -1 (High attacks become Straight, Straight attacks become Low) and successfully Blocking gives a chance to Counter for extra damage. Offensive Moves: How much damage you take from getting hit depends on the armor value of the body part you got hit in; this could even apply different debuffs if the armor there is too low (Punched in exposed leg = slowed down, Punched in exposed face = screen blur due to stun, etc.) but let's not get too carried away with the RPG elements here, that would be off-topic. [ RMB ] = Kick (medium knock-back, medium impact-damage); chaining multiple Kicks together requires additional mobility to keep up with the knock-back affecting the target. [ LMB ] = Punch (low knock-back, high impact-damage); chaining Punches is the easiest tactic to execute and also the most predictable to counter. (Spamming Punches would definitely be considered a FOO strategy, much like the Hundred-Hand Slap.) [ f ] = Grab, double-tap to Throw (high knock-back, low impact damage); Grab & Throw aren't made to be chained, they're to make environmental hazards a more viable damage source. Combos: Players will have a set list of combos that have given end results, ( Duck + Punch = Uppercut , Charge + Jump + Kick = Tatsumaki , etc) but they have an out-of-combat menu that lets them decide ahead of time where that combo will hit. (Is your style of Uppercut a face-punch or a nut-punch?) This is primarily to give some flexibility when facing enemies that are randomly generated and also for stylistic purposes. I didn't have a lot of ideas for combos off the top of my head so feel free to respond with your own if you like this idea.
Well, you shouldn't assign attacks to keyboard keys so readily. The reason being, not everyone will play with those keys. Some play left-handed, some don't like the original playing, etc. Starbound also has a chance of being ported to consoles. What'll happen then? (Also I think that the combos should flow better, but I have no idea how to do that.)
I just realized that i Necro-ed this thread using another thread http://community.playstarbound.com/index.php?threads/martial-arts-or-barehand-brawling.32010/ also don't forget about the possible addition of elements to attacks (like the falcon punch)
Good idea. ... For some reason I think the martial arts suggestions should be morphed into one, to keep things simple. My opinion. Derp.
the last thing I'd want starbound to be is magicka.... and you're only opening things up to autohotkey...
True, I should say that the keys are placeholders and not necessarily final. Though I can only assume that the keys & mouse buttons will be fully rebind-able, like with all good PC games. Given that controls on a pad aren't rebind-able, I'd say RS to aim, LS to move/Duck/Block, (W,A,S,D equivalent) LS + LB to Dash, (LB replacing the double-tap) A to Jump, B to Grab/Throw, X to Punch, Y to Kick. Again, this is assuming it doesn't get in the way of other systems that need dedicated buttons. Yes, that's something else I'd likely put in the customization menu, as a "signature" at the end of a combo. Because style is important.
Sorry but I'm going to have to ask for more information here; what is it exactly that you feel is wrong with/ missing from the current idea? Can you give me a specific game(s) as an example? Because honestly, I'm not exactly sure what you're pointing out here.
Well~ I'm not saying I think your idea is wrong (if it sounds like it, I'm sorry)~ I'm saying that I want the combos to feel more natural. I'm not sure how to express that though; I don't think it's even possible. I think that both Mouse Buttons are punch, and, when moving in some direction, become other moves. Example: Tap RMB -> Tap RMB -> Tap "D" or ">" , RMB = 1,2,3 (Jab, Straight, Left Hook) Key: -> = After ... , = Directly after .../ At the same time as ... Yeah. But that seems really inefficient, so I don't know how to improve it, but...
I've drawn a conclusion that the devs are drawing inspiration from many 2d plat-formers: metroid morphball and megaman x dashing to name two that stuck out to me. I could easily see a fighting game make its way into mechanics, and I hope I can fight with fines like in Assassins Creed.
How about you start with different styles of hand to hand combat, one is complicated for those who can handle it and one is simple that does most of the combos for you? Maybe less efficient but it works until you can get the hang of how the complicated one works should you dedicate yourself to it. Best of both punches.
You speak like it's an upcoming feature. Well, that's for the devs to decide, we're just the catalyst for their ideas and inspirations, right? I'm completely certain they will have it worked out, but feel free to submit ideas. As for my preference, boxing rings and pvp with melee would be intense, quick thinking fun. Do approved! (Edit: someone give me a Guile theme. >:U Raaah! hehe)
My hope was for the hand to hand combat to be both pvp and pve both fight clubs and punching dragon-like monsters IN THE FACE. I would understand if it would take a while to put in both though. Oh yeah, also gentlemanly fisticuffs
OH THIS WOULD BE EPIC! But... it would also probably take a long time to put in. But i could totally see this as a stand alone update later on, like a big update that will take a while.