Jerrit R. Reed wrote:I am just still trying to figure out the best way to classify different weapons while using Guards. For an example, is the only advantage to using a 2 handed sword over a 2 handed mace is you'd have more access to different guards?
The principles behind the use of both weapons are the same, but these principles are implemented differently. For example, the guards for a sword should facilitate edge alignment (at least if the sword is capable of cutting), while a mace doesn't need that. And a mace generally doesn't have sharp edges along most of its haft, so it's easier to slide the hands up closer to the head if the wielder wants to parry or strike with the butt, while the options for striking with the pommel of a sword are significantly more limited.
Curtis, the idea for the Guard system is to simply allow the player the be able to adapt while in combat. I wanted players to essentially have access to many different options but not limited to their play style. I could use a sword for my character and you could use a polearm for yours and we could just be as effective because we've both mastered the Guard system.
(snip)
Like above I want the Guard system to be simple but yet offer a lot of different options. To translate swordsmanship into a video game, unfortunately you'll have to sacrifice some of the realism. I don't intend to make a direct simulation of swordsmanship but use it as a catalyst to make melee combat more interesting and adaptable.
Well, the case in the real world is a bit more complicated than that. I'd compare the process of learning various weapons to acquiring a piloting licence. Getting a Commercial Pilot's Licence (CPL) certifies a pilot on basic flying skills as well as a decent familiarity with the aircraft types he has trained with, but when he signs up with an airline he'd have to undergo more training to certify himself with
every single individual type of aircraft he's going to fly at work. Similarly, even though training with the fundamental weapon of the style (say, longsword in the Liechtenauer lineage, or unarmed wrestling in Fiore's style) provides the student with a solid grounding in that foundation weapon as well as a good (but still rather vague) idea of what he can do with other weapons, he'd still have to spend some time familiarising himself with each weapon before he could really use it effectively.
Of course a certain degree of abstraction and simplification is perfectly justifiable (and absolutely necessary) for a game, and it's up to you to decide how to implement this. Personally, I'm rather partial to a system where acquiring or improving a character's proficiency in one weapon simultaneously raises his proficiency level in all other weapons, but with decreasing percentages as the weapons become less similar to the reference weapon. For example, training in two-handed swords might increase the two-handed sword skill by 20%, but it also raises one-handed sword and polearm skills by 5% and other hand-to-hand weapons by 1% or 2%. Or it might remove non-proficiency penalties from two-handed swords and halve them for polearms and one-handed swords. These are just examples of what
I like and whatever system you come up with
doesn't have to look exactly like that.
Binding will have to happen.
Well, of course, if that means simply two blades coming into contact and sticking to each other momentarily. But what about actions on the bind like plain old winding (Winden), Auswinden, Ablauffen, Mutieren, or Duplieren? If you can develop an engine and models that will simulate these actions, more power to you -- and I'd certainly like to see the results. But I'm afraid I'll have to be a skeptic and pessimist on this point for the time being.