Obviously limited by how many buttons on a controller and how "un-awkwardly" you can use button combinations, but for me, something like this (partially inspired by demon souls).
Multiple weapon types:
Short sword, Long Sword, Spear, Mace/Club, Morningstar, Crossbow, Small shield, heavy shield, mail breaker
Combat is heavily influenced by position. If you're in a small room with a short sword fighting a guy with a spear, his attack damage is severely reduced and yours is highly increased. Shield types are limited according to weapon type. You can't use a full head to toe shield and use a long sword, mace or morningstar. Shields have a health rating that influences their stability. Wooden shields will eventually break, and break faster against a mace or morningstar.
Parries, Ripostes: A sword parry against a morningstar will get you disarmed if they are doing a riposte, but a riposte from an initial morning star strike will disarm them (you can pick up your weapons, but now you're in trouble).
Ripostes against spear wielders will result in a broken spear, with the chance of breaking the spear dependent on the weapon (long > short > club).
Wooden shield users get an advantage against spears in that if the spear sticks, they can break it, but there is also a chance of the spear hitting the player through the shield if it is a critical strike.
Enemies wearing plate armor get a movement reduction penalty after strikes from blunt weapons, but mail users are weak to mail breakers. No armor or light armor gets you the fastest movement speed and largest window of time to parry or riposte.
And so an and so forth. Please comment on ideas here and feel free to add more.
It just seems to me that for games focusing on medieval combat, that the wheel is being re-invented many times over, when an in-depth system that mirrors in some ways how it works in real-life would be sufficient for most titles, with only enemy types and stories differing (of course you can throw magic and made-up weapons into the mix for a twist, but yeah)
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