The current combat system is way too boring. #6442
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Reference: your-land/bugtracker#6442
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Right now it is basically sword-hacking, fire-igniting, and shot-launching. To make the matter worse, the bows and spears are broken.
Also, right now apart from the durability and damage, all swords are the same. We should make a TinkerConstruction-like system that allows crafting weapons with different materials which gives unique abilities.
By the way, there should also be moves that does not only involve hacking. Perhaps add poking, spinning, and sweeping?
it doesn't help any that any GOOD strategy ends up getting nerfed into the wall, like the elec sword strategy, apparently its too good so it's gonna get nerfed into the wall later so nobody ends up using it.
magic is supposed to come, but at this rate we might as well treat it as a wishlist.
the current system doesn't reward you for good strategies, instead it just punishes you later on down the road.
IMO that strategy takes a good bit of the fun out of an attack. I mean when used with scout foci, one focus and all of its troops can be taken down in less than a minute. Where’s the fun in that if the attack lasts 60 seconds or less ?
And it probably will get nerfed due to players complaining about its usage in attacks.
alright it might actually be too good but you get the point, you come up with a good strategy, and later on it either gets nerfed or it simply becomes obsolete
see #5170, though that mod unfortunately isn't usable currently and the developer stopped updating it.
i don't think that we're likely to go down a route of such highly configurable tools, though we are planning to add more kinds of damage types, e.g. piercing, cutting, bludgeoning, fire, and other things. perhaps mese/electrumese tools might do some amount of electric damage in addition to physical damage. tool enchanting is also planned to get an expansion at some point.
these are meant to be new kinds of attacks? one problem with those is that there's no way to sync those w/ clients. currently, attack actions are instigated by the client, when they click on a nearby object. there's no way to create custom ways of doing that (though maybe with SSCSM).