Monster combat changes

Discussion in 'Dev Blog' started by Tiy, Apr 23, 2014.

  1. A1CZERO

    A1CZERO Subatomic Cosmonaut

    Game will feel completely different and awesome!
    This kind of combat has way more potential than the current one.

    I can't wait to get back to the states and try it out!

    Edit: Curious if projectiles(arrows/bullets) will be parry-able.
     
  2. Petrescue10

    Petrescue10 Void-Bound Voyager

    I dont know whether anyones mentioned this, because i dont have enough time to read all 14 pages at the moment, but i think as far as the Damage-on-Touch goes, i think for the most part it should be removed, but certain monster body parts should Re-Enable it, like for example, having a lot of spikes. obviously walking into something with spikes... will hurt.
     
    XRiZUX and Dust like this.
  3. Seburo

    Seburo Subatomic Cosmonaut

    Reading all of this has me excited to fight monsters, instead of running away in terror from some of them *glares at the flying monsters*
     
  4. Chuck_3121

    Chuck_3121 Aquatic Astronaut

  5. Bacon Falcon

    Bacon Falcon Void-Bound Voyager

    This is great!
     
  6. Dzelda

    Dzelda Parsec Taste Tester

    Dear Team,

    If you wish to make the combat system much more active in the future, please also consider the addition of a way to keep your own home planet safe from these menaces, as being attacked by monsters with a more active attack pattern will end up consuming more time in dispatching them. My suggestion would be some sort of field that pacifies monsters, accessible via your ships terraform drive.
     
    Ravager and Weyen like this.
  7. saf8772

    saf8772 Void-Bound Voyager

  8. davidlolcat

    davidlolcat Subatomic Cosmonaut

    This sounds amazing. Very creative! it will make combat much more interesting. Good job team!
     
  9. Damuranashi

    Damuranashi Existential Complex

    Very interestring. I'm looking foward to it.
     
  10. pi master

    pi master Void-Bound Voyager

    If you can make the actual characters look like the sketch guy when fighting I'll highly consider buying this game for all* my friends on Steam.

    *most of
     
  11. Xylia

    Xylia Tiy's Beard

    So... what about Bow&Arrow changes to actually make them useful for their intended purpose of gathering meat, so we don't have to do all of our hunting on Lv1 planets?
     
  12. penguin055

    penguin055 Pangalactic Porcupine

    This is going to be one of the best things to ever happen to Starbound. Also, maybe instead of having shield health that goes down when it is hit, shields could have weight that determines how long you can hold it up. If the shield is too light, you will be knocked back a small amount by enemy attacks.
     
  13. Sheez

    Sheez Scruffy Nerf-Herder

    Sounds like an interesting place to take combat. I'd definitely make sure to do some extensive testing via the community to see how it rolls out.
     
  14. Mr_

    Mr_ Aquatic Astronaut

    How about a tech energy shield...

    (still haven't received my donator badge yet :p)
     
  15. CmereSweetHeart

    CmereSweetHeart Subatomic Cosmonaut

  16. Worldcrafter

    Worldcrafter Subatomic Cosmonaut

    As many have stated before, I am looking forward to the evolution of combat. I am also curious as to how NPCs are impacted by these changes.

    1. Will NPCs also have being knocked back removed?
    2. Will NPCs with two-handed weapons also be able to block?
    3. Will NPCs be able to stun others on a successful block?
    4. Should we fear NPCs with insta-block timing?

    Although I do not know how feasible it is, I have a suggestion on how a shield bash could possibly be performed. When the shield is used, it has a brief "sweet spot" - it has timing like blocking with the two-handed weapon. During this brief "sweet spot" time, the shield has the Spiked status effect. After the "sweet spot" expires, blocking continues like normal.
     
  17. HellsBells

    HellsBells Void-Bound Voyager

    One thing that crosses my mind: I really love the idea of parry at the right time (Chivalry does that and its one of the best melee games that I played so far) but how this will work in a multiplayer game? I mean... the lag usually messes with this kind of stuff and maybe it will be harder to play (specially in the PvP).

    Besides that... it will be cool if we can parry some projectiles like arrows or even lasers (like a true jedi)
     
  18. Scottish Pig

    Scottish Pig Subatomic Cosmonaut

    Sounds a bit like a mix of combat mechanics from the Souls games.
    2D Dark Souls, AHOY.
     
  19. Darklight

    Darklight Oxygen Tank

    Dark Soulbound? :p
     
    Ravager and Hatsya Souji like this.
  20. RatixFarrence

    RatixFarrence Scruffy Nerf-Herder

    Sounds pretty cool. I'd also like to see timed attack combos for greater damage in the future. And perhaps monsters that may feature a built-in shield or shell that may need to be broken prior to dealing damage.
     

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