Cartographer said:
What you're describing is almost the holy grail of interactive, interwoven mechanics but considering most pen and paper RPGs can't manage to do it I imagine it'll be a long time before we see anything like that in a computer game. A system in which the abilities learned at the start are not just relevant, but a necessity and a desired necessity at that, at top level would be ideal. With magic you'd start learning the "type" like fire, frost, force etc. then learn different ways to weave the conjuring to use it (a "stream" of fire would have an effect lie a flame thrower, whereas a "stream" of force would act more like a shield or barrier). With martial abilities you'd chain different combinations based on weapon, opponent, armour etc. (you'd have to start a "whirlwind" type move off by performing a horizontal slash that missed or was deflected, and lured opponents in close).
Aye, for me you could get a basic setup from a combination (and upgraded) version of Risen 2 for melee & Okami for magic, and you're post gives great ideas how to build on that.
I think we'll see it at some point tbh. It'll just require a dev to be brave enough to persist with the plunge.
XSTALKERX said:
My only problem with magic is that it I think it will be incredibly hard to balance it out. The only way I can think of that will do a magic system good is, if your spells are extremely deadly and will be able to kill most enemies with one or two hits, but it will also be extremely limited. Let's say you cast a fire spray into a crowd of 4 enemies, what should happen is that the fire will ignite them they will start burning and they will flail around screaming. This give your spell a nice impact but, what's to stop you from using it every fight and just winning everything with ease?
In most RPGs they just lower the damage that the spell does but that takes away the "impact" of those spells. think back to skyrim when you used the flame spell on an enemy it did absolutely nothing to him. Your enemy would be on fire but and lose health, but he wouldn't react to it at all which is just so stupid. You then don't feel as a powerful arcane mage, your spells lacked that impact. And I can completely see why because if it did magic would be the most OP thing in the history of any game ever.
But I completely agree with on the conjuring thing rather than just press buttons and win.
Well in the beginning of the game you have the most basic of combat options like: Light-heavy attack, dodge, block and bash/kick/grab. As you level up you will unlock maneuvers and abilities that would almost combine all these options to defeat the higher level enemies. Not really combos per say like most other fighting games but rather combine these options to give more moves.
For example the higher our level is we will get things like: Parry(block and light attack, works only on enemies directly in front of you), Counterattack(Parry and attack), Counter-dodge(dodge and light attack), Push-back(parry and bash/kick), dodge-stun(dodge and bash/kick, will only work on enemies you're not facing), Rush(block then simultaneously dodge and bash, will only work if you have a shield ), Grab-counter(timed-block then immediately bash/kick and heavy attack, Very slow but very high damage).
I think you could easily find the balance. To look at your fire spray example you only get say 1 seconds worth or casting time at Lvl1, so your fire spray would struggle to catch more than 2 people. But at say level 8 you've way more time to cast, so you could get most enemies on screen, by which time some enemies are immume to fire, or can block it etc.
Just one exemple, but I think the main thing it to give the gamer more of a feel of their role. Another example may be an earthquake - you "draw" as many upstrokes as you can in the time available. At lvl 1 you have but a few seconds, so may get say 3 strokes drawn which results in a slight tremmor and enemies being knocked of their feet, where at level 8 you get time for say 12-15 strokes which results in the ground opening up and swallowing the enemy (with all variables on that in between).
Whirlwind could work the same, conjuring could have you draw the beast you wish to conjure with bigger, more powerful one's taking more time. etc.
Dead on with Skyrim, impact is a key thing! And dead on regards the combination of melee moves too. Fighting a skilled fighter should feel that way, and defeating them would be very rewarding if done the way you suggest.
GabeZhul said:
I always wondered why they didn't let the two different systems meet halfway. I mean, the Doylist explanation is that they wanted to get the system closer to a Gears of War style cover-shooter, but the Watsonian excuse was actually logical (the attack on the Citadel traumatized the Council races, and the weapons manufacturers capitalized on this by offering tuned-up weapons with bigger stopping power, but traditional heat-sinks couldn't handle cooling them, therefore they used replaceable "clips" to speed up the process while still retaining the tuned-up performance).
All they needed to do was to use the heat clips like they did in ME2/3, but once you ran out of ammo the weapons would "revert" to ME1 mechanics, using an overheating gauge and possibly dealing less damage (because the weapons reverted to factory defaults to make sure they don't melt down in the user's hands). This would have turned heat clips into a resource that you collected so that you could use your weapon at its full potential instead of just "ammo". My only guess is that they either didn't have the time to implement, balance and test something like this, or more likely they were too busy being whipped by EA to care.
The whole point in reloading is so that the player can just spam attacks, so overheat covers that nicely. Personally I don't see the value in searching round for ammo all the time. Bioshock is a great example of a game where I spent more time looking round than actually doing anything.
I'd love to see ammo-less games become more popular. The satisfaction of reloading can be incorporated into a similar type of "heat discharge" or something, there's no need to sidetrack us worrying about ammo IMO.