>>324923831

More thoughts: when involving player stats, some combination of strength + fatigue seems ideal for determining if blocks are successful. Timing and aim should also be important, but accessible to players who aren’t pro fencers or looking for a 1:1 swordfight simulation.

When fighting is too easy, it’s usually because either 1) waggling is OP or 2) the player can run right up to enemies and stab them in the face. Fixing 1) is straightforward; require the player’s hand to translate as well as rotate to build up strike momentum, or require each strike to be “charged up” with a wind-up a la Ironlights. Fixing 2) is more difficult. At a first approximation, players shouldn’t be able to teleport inside of/up to enemies mid-fight. Perhaps enemies’ personal space should also be off-limits in the same way as poking the player’s head through world geometry. Enemies could also automatically react with kicks and shoves if a player gets too close, maybe while guarding their face... I need to get a sandbox going to playtest this stuff. Just been dicking around with the UE4 editor so far