codexian reject
Cipher
- Joined
- Dec 31, 2011
- Messages
- 889
Real chainmail alone weights 15+ kg. It was usually around 15kg, but only because people were really small back then.
If you would want to make as protective chainmail as historical ones for an average modern man, it would have to weight closer to 20 kg.
Add clothes, boots, padding, shield, helmet and weapon and you are easily at 30 kg range.
I've never said you don't have to be a real athlete to participate in this competition, that it doesn't require finesse, or that you can't get hurt if unlucky.
All I've said is that it doesn't necessarily is exactly like real fight. Attrition is not a significant factor, whether blow would be capable of penetrating an armour, or not is not a significant factor, etc.
“Perhaps you should think about how what you see in movies and games isn't how things work in real life.“
Exactly, so it's pointless to argue about it in context of games, even if this particular one aims to be a bit more realistic then others.
The weapons connect, have inertia and can dynamically knock off balance to varying degree, not only because you've pressed awesome “strong bow” button.
This combat systems looks like it has necessary elements required to make it plausible enough, with better input animations and some fine tuning of variables.
What is the most worrisome, is that depending on controls depth, or lack of it, combat could possibly play itself too much.
If you would want to make as protective chainmail as historical ones for an average modern man, it would have to weight closer to 20 kg.
Add clothes, boots, padding, shield, helmet and weapon and you are easily at 30 kg range.
I've never said you don't have to be a real athlete to participate in this competition, that it doesn't require finesse, or that you can't get hurt if unlucky.
All I've said is that it doesn't necessarily is exactly like real fight. Attrition is not a significant factor, whether blow would be capable of penetrating an armour, or not is not a significant factor, etc.
“Perhaps you should think about how what you see in movies and games isn't how things work in real life.“
Exactly, so it's pointless to argue about it in context of games, even if this particular one aims to be a bit more realistic then others.
The weapons connect, have inertia and can dynamically knock off balance to varying degree, not only because you've pressed awesome “strong bow” button.
This combat systems looks like it has necessary elements required to make it plausible enough, with better input animations and some fine tuning of variables.
What is the most worrisome, is that depending on controls depth, or lack of it, combat could possibly play itself too much.