My armor ideas were discussed in the last stream with Bobik, and even tough they were essentially turned down, I will probably try to get myself a server that I will mod and use as a testing ground so we can actually see how it goes, really.
But today, I am going to open another debate, on which I have my own ideas of course : Character mobility in combat.
What I mean by "mobility" is the general ability to move around in a certain time and in a certain manner (constant translation, quick step by steps..).
First off, let me tell you why I feel this needs to be at the very least talked about..
So, now, about my suggestions .. There are two ways the game could have fights where everyone doesn't run around like headless chickens Mortal Online style : A system where players are, in a way, forced to stay static, but also rewarded for doing so. Such system will lead to noobs trying to run around all the time, and being disadvantaged against someone who is more static.
The way players could be forced would be to make charging forward in combat, well, only possible while going forward (remove the possibility to strafe while running forward).
That would already make running less useful in many situations, since you would be a LOT more dependent on how fast your character rotates. But still, it is not enough.
Running around must NOT be an option for things that happen a lot in combat, such has preparing a strike or dodging one.
How do we do that ?
"Running" in combat stance should not be seen / used as a way to be "temporarily faster" or "activating da turbo", but rather as a way to charge forward to engage and disengage direct, melee combat with another player, and maybe a a way to pursue someone who tried to flee.
The difference between the simple vision of "going faster" and the reality of charging / running in combat, is that, there is a whole new notion of commitment coming into play.
Try to grab a stick and charge someone with it, strike, and then keep going past him while having taken almost no damage. It's not possible, because it takes half a second to start running (not really relevant here), and it takes at least a second to regain proper combat footing after a run.
This could be applicable in LiF : with a few well made mocap animations of running state -> combat stance state that leave you exposed (or at least unable to actively parry / strike) would make running in active combat something you wouldn't want to do except in very few cases (approaching an archers while trying to avoid his arrows for example).
Lastly, the maximum turning speed should be lowered while running in general. You can't nearly turn as fast as you can when walking, than when running.
That would result in players engaging in fights, maybe with an initial clash after running into each-other, and running again only if one is fleeing.
But I can already hear people complaining about how fighting with the current stepping animations and very risky and unrewarding running will turn the characters into trucks.
Obviously, having less control over how your character moves is never good in a game, and usually games which lack heavily on the point, fail to have a good gameplay.
So the player has to be rewarded for being for static on his feet. Rewarded to the point where all of the "forcing" part wouldn't really be needed for players to not run around all the time.
This part is much simpler : adding to simple stepping, allow players to quickly "dodge" to a side (ALL sides, backward, forward included). "Dodging" would make you move in a direction in one or two steps animation, but otherwise quickly and far enough for it to be relevant. In one dodge backward or forward you should be able to get out of reach of most weapons, and in one dodge left or right you should be quick enough to not get hit by overheads and thrusts. Of course, dodging would cost stamina as to prevent people from spamming it. And again, of course, factor in the weight of the equipment for dodging distance / stamina cost, so that lighter armored players still have a significant mobility advantage against heavier armored players.
A game that does that VERY well is "Examina" (look it up if you don't know about it). In this game, while in "combat mode", you can only do small steps and dodging, and most of the time, a well time dodge allows you to get away from an incoming blow, and most of the time have the opportunity to strike back (I will surely record a video to show it to you guys, but until I do, I recommend you go see some gameplay, and you will see what I mean).
This, added to the extra immersion and realism and usefulness of team / formation fighting, would, I believe (I could very well be wrong here) be good technically for an MMO. Why ? Think about it : lag in games like Mount & Blade warband, Chivalry.. (games where you are very mobile) make people teleport all the time, and thus ping matters a HELL of a lot more to do well.
Having players be a lot more static in combat would thus make ping matter less, because it will make less of a difference if the other player's position on your screen is updated every 50 ms or 150 ms or even 200 ms, unless they dodge all the time, but then the advantage is offset by the loss of stamina.
And that "gain" in trying to make ping matter less, leaves room for more complex, animation / physics based combat.
But in the end, it all comes down to one choice in that regard : do you want combats that look like Mortal Online's combat, or more like Examina's ? (Know that I did play Mortal Online VERY recently so I know what I'm talking about).
The debate is opened.. !