Making melee attack delay more interesting
Posted: Thursday, 21st July 2011, 19:19
What if melee attack delay was calculated in a similar way to ranged attack delay? I see this accomplishing three things:
1) It would directly involve player stats in calculating the attack delay
2) it would make the str weight play a much bigger role in melee combat
3) it would make it less sharply clear when to turn off the weapon skill. Right now every two levels in melee skill will drop the delay by one until you reach the min delay
Admittedly this would not help the biggest problem with melee combat, that there is little incentive to train a skill past the min delay, but it would take away some of the "if you have blah weapon, then turn your skill off at blah skill" and make str and dex more relevant.
Without further ado, the current ranged formula delay is something like
Basically with this kind of system a character would not have to train a skill as high to reach the min delay if they have better appropriate stats. It makes sense that a stronger character would be able to swing that executioner's ax faster then a character who is weaker. The weaker character can make up for being weak by training up the weapon skill. Also, a character with high dex would reach the min delay on a short sword much sooner say a mage who has put all of their stat increases into int.
In short I think that ranged combat is much more interesting then melee because of the way it is calculated. I wanted to discuss what some of the implications of making melee more like ranged would be.
1) It would directly involve player stats in calculating the attack delay
2) it would make the str weight play a much bigger role in melee combat
3) it would make it less sharply clear when to turn off the weapon skill. Right now every two levels in melee skill will drop the delay by one until you reach the min delay
Admittedly this would not help the biggest problem with melee combat, that there is little incentive to train a skill past the min delay, but it would take away some of the "if you have blah weapon, then turn your skill off at blah skill" and make str and dex more relevant.
Without further ado, the current ranged formula delay is something like
Basically with this kind of system a character would not have to train a skill as high to reach the min delay if they have better appropriate stats. It makes sense that a stronger character would be able to swing that executioner's ax faster then a character who is weaker. The weaker character can make up for being weak by training up the weapon skill. Also, a character with high dex would reach the min delay on a short sword much sooner say a mage who has put all of their stat increases into int.
In short I think that ranged combat is much more interesting then melee because of the way it is calculated. I wanted to discuss what some of the implications of making melee more like ranged would be.