In regards to melee combat: If there is a blocking/parrying system in place for melee combat, what games/movies/etc will you guys be looking at in order to get a basis of how those animations look? For instance, Chivalry has a somewhat rigid but free feel to the parrying animations, while other games such as Total War have very detailed combat maneuvers, but they are fully scripted (when zoomed in on soldiers). TL:DR – Will we have highly scripted melee combat motions, or less detailed ones that allow for more player movement?asked by BigDave
TL;DRMelee is meant to give first-person players freedom rather than quick time events, with reference drawn from martial arts and military training and a fluid feel, followed by jokes.
I think overall the concept behind Star Citizen as a first person combat game is to give you freedom. So we don't want to go for with these ...
Quick time events?
Yeah, quick time events.
I hate to say that because of all the tomfoolery with Ryse.
And things like that. But we are looking at ... we're talking about the design for these sorts of things. So in regards to what we are looking for reference we're looking at things like Eskrima and Kali and various different military trainings and things like that. We've been talking about jabs and swipes and parries and all of these things like that. But we do want it to be a much more fluid sort of thing. The same sort of thing would end up happening if say you got into a fight at a bar in the Persistent Universe, right, you know, you don't want to pull out and a knife and be stabbing somebody but you certainly can take a ...
It just depends who you are ...
I'm guessing ...
Well, no, I'd just curl up in a bawl and cry a little bit in each one of my bar fights.
Perfect we'll ... let me write that down [writes it down] ...
Curl into ball ...
Curl up in ball ...
And cry.
In ball behaviour. Curl up in ball behaviour.
And cry.
And cry.
Perfect.
And cry. And we will that 'The Sean'.
'The Sean'? [laughs] Okay.
So yeah.
That's a good answer.