This is a stretch, but ALSO on my mind like my other recent suggestions
To evolve the combat a bit (and also add some value to keeping ranged weapons in-hand more if thats your specialty) I would LOVE to see a "Kick" action.
What I imagine it would do:
- High Stamina cost (like a heavy attack)
- Low (or no) Damage
- High Ragdoll/Stumble chance [reduced on larger/specials enemies as usual]
- ? Small knockback effect ? (can still benefit hitting specials to create space, even if low ragdoll chance)
- Stationary while animating kick
What this does is add another dimension whether you're using melee or using a ranged weapon to try and "stumble" your opponent strategically as opposed to dumping stamina to kill it directly [or run] -- a way to create "space" and "time" to say fire another arrow, or target a body part while an enemy is staggered... or what I really want, kick a zombie off a tall building/into a deep pit XD
As long as the stamina cost is high enough, I don't see it as abusable, and being forced to remain stationary while animating it, it comes at a huge risk to if you miss, as you'll be severely punished.
Just adds a fun new mechanic to make combat a little more in-depth and offer new strategies [ie: if I have a rifle in hand, and don't want to play a kiting game, I can preserve some stamina and time my kicks well to ragdoll zombies, then shoot them in the head, without needing to switch, or even carry a melee weapon as backup.
Other fun additions, having Magazines dedicated to like... Taekwondo or something, can have modifies to do things like: Add damage value to kicks (based on fist damage) ; chance to dismember with kicks to the head ; increase knock back amount/strength ; increase ragdoll chance ; etc etc
Food for thought!
To evolve the combat a bit (and also add some value to keeping ranged weapons in-hand more if thats your specialty) I would LOVE to see a "Kick" action.
What I imagine it would do:
- High Stamina cost (like a heavy attack)
- Low (or no) Damage
- High Ragdoll/Stumble chance [reduced on larger/specials enemies as usual]
- ? Small knockback effect ? (can still benefit hitting specials to create space, even if low ragdoll chance)
- Stationary while animating kick
What this does is add another dimension whether you're using melee or using a ranged weapon to try and "stumble" your opponent strategically as opposed to dumping stamina to kill it directly [or run] -- a way to create "space" and "time" to say fire another arrow, or target a body part while an enemy is staggered... or what I really want, kick a zombie off a tall building/into a deep pit XD
As long as the stamina cost is high enough, I don't see it as abusable, and being forced to remain stationary while animating it, it comes at a huge risk to if you miss, as you'll be severely punished.
Just adds a fun new mechanic to make combat a little more in-depth and offer new strategies [ie: if I have a rifle in hand, and don't want to play a kiting game, I can preserve some stamina and time my kicks well to ragdoll zombies, then shoot them in the head, without needing to switch, or even carry a melee weapon as backup.
Other fun additions, having Magazines dedicated to like... Taekwondo or something, can have modifies to do things like: Add damage value to kicks (based on fist damage) ; chance to dismember with kicks to the head ; increase knock back amount/strength ; increase ragdoll chance ; etc etc
Food for thought!