If you hit someone while moving quickly, you do more damage, depending on the speed. You also take more damage. For example, two players running at each other with swords a-swinging at 40 meters a second get a 40x bonus in damage, but since they are both going in opposite directions, the damage stacks to 80x, murdering both of them. This would be interesting in combination with swinging, falling, running, flying, diving, rolling, jumping, and standing still. As well, there could be weapons specifically designed for this.
Hm, Im not sure if that's actually that good of an idea - Imagine constructing a highway on some planet people frequent (for whatever reason), and running really quickly one way. Suddenly someone runs at you really fast, and since you weren't expecting anyone to come in your way, you both die from the impact. Alternatively you have been nervewrackedly waiting for someone to run into you, jump too early or too late and crash. Of course in pvp situations this mechanic is alright, but I personally would feel cheated if I died because someone accidentally flew at me while I was going to join the battle.
Hmm, perhaps you should write that in the first post, I thought it was intended to be active all the time and used as an initiation for battle. Edit: Oh wait, only when swinging the weapon? Alright. I thought the impact itself would smash you to bits.
I'm not in favour of this suggestion. I don't think it's a bad idea, but in my experience when this sort of mechanic is implemented, it needs to be a major focus of the game (see Mount and Blade) and not just a by-product of the melee combat system. Additionally, it would only apply to a small portion of combat (it would exclude ranged and "energy" melee, presumably). This is more suited to a fantasy or low-tech setting.
Reduce the multiplier to a percentage and you have something rather less... horrific. Besides that, I'd rather see the two's attacks deflect, fencing style. That would take some serious thought to implement, but could make PvP rather more dynamic... as far as melee duels go. Would probably only work for single-handed swordsmen (implying that they only have a single 1h sword, and neither a shield nor a gun).
Wouldn't it be nice if you could 'throw' your sword and have to go and pick it up? And have lighter weapons go farther than heavier weapons? Worth a thought, yes?
Why throw a sword when you can throw knives Besides, it's a very tedious method of combat. Throw sword, it hits once, run over to mob to get it back, run back, repeat.
Well, maybe there's one enemy, and you're trying to kill it before it gets too close or something. It's always nice to have a little range even when you're using a melee weapon. It's kind-of like being able to melee with your gun in Halo. Even though guns are supposed to shoot, once in a while you might need to hit. I suppose it could work the opposite way.
Interesting idea, putting all of your kinetic energy in fist or spear while running for improved damage.
This remind me of a certain weapon in Hellgate that would pull a enemy toward you. Perhaps have grappling hooks that not only grapple terrain but can also pull enemies toward you (or vice versa) and you can combo it with a (lets say) a lance! So you pull them and poke em right in the eye at high speed. But I think this is too "advanced" to a 2d exploration/sandbox game? I may be wrong in this statement, but I dont beleive players would have lots of situation to use this feature. It would become something that someone would occasionally pull out but if not enough item gives you that speed or situations let you archive considerable speed to strike harder, this would be probably discarted by the rest. It would become a feature that not everyone knowns and take full advantage of it.
It's a good idea, but not for this game.. If you want you can increase just a little damage for specific weapons like a spear or broad sword.. Just a little extra damage.. Still not in favour of this suggestion.
It would only work for weapons meant to hit at high speeds (eg throwing a javelin/ the regular use of a lance or spear) and even then the modifier would only be a percentage. The mechanic is, however, not very applicable in this game.
I suppose you're right. It doesn't matter how fast you go when you're slashing with a blade, the damage isn't going to change.
Yeah. Blunts would also do more damage at high speeds. Impaling weapons, concussive weapons- those could potentially do more damage at high speeds. Blades- not so much. Nor bullets. Bullets tend to go at an excess of 2000 meters/second. your measly 5-10 m/s really aren't going to improve the damage.
It's more like the weapons that you shove into someone. Even a club or a blunt axe won't do much at higher speeds.
Potentially is the key word there. Really, only speed-requiring impaling weapons would do more at high speed. Even then, there reaches a point where more speed doesn't really add much to the attack.
I think it would be a good feature, especially for lances. You could have penguin riders jousting as their penguins slid towards each other But more seriously i think that it would work well with a sort of collision damage on vehicles, i know its a little different of a concept, but i think thats the way to go. I do this all of the time in Dead Island