>> War of the Roses: (3rd person) similar style to Mount & Blade or Chivalry, but to me felt too slow and had some mechanics that I found boring (coupe de grace / reviving)
sounds like the really screwed that one up. delivering the Coupe-de-gras should be the ultimate kill move. but then again, it is a mercy kill - somewhat different from a dual wielding decapitation move (for example).
>> (which I offered you Norman, to try 2 years ago, but you didnt reply -_- )
i was still bandwidth challenged at the time. the DL was a whole month's bandwidth for me. i did want to participate, but was unable to. i should have PM'd you to let you know what was up - sorry about that.
>> in a lot of the mainstream combat-heavy games, having more attack and defense moves usually means gimmicks that serve no other purpose than adding visual flair in an effort to make the combat feel less repetitive. most of the times it's done in a very unrealistic and cheesy way that IRL would most likely just get you killed (like every other spin attack out there)
also in most games, those additional attack moves are achieved by the player by just smashing the same attack button again, which only creates a huge discrepancy between the character's skill and the player's skill. also means it's very un-creative for the player (as opposed to, say, combining different action buttons like jump+attack, dodge+attack, etc, to produce those additional attacks)
yes, that's the general impression i get from those types of games. i definitely want to avoid that.
from thinking about it a bit, it would seem that you want to have moves that take time, and therefore give the opponent a small window to start a counter move. but for real time combat, you should be able to start any move at any time. and if you start a move while still doing another move, the result is sort of a combo of the two. so if you start an overhand slash, and you opponent then starts a gut thrust attack, you can then counter with something like a parry low move. but since you were on an overhand slash, a parry low won't be very effective. you have to move the sword from over your head to deflect a weapon that's coming at your gut. so the parry effectiveness or chance might be reduced 50%. i think something like this would probably lead to the most varied and realistic melee combat possible. OTOH, if you think about it, many medieval melees on foot with armor are simply slug fests, with the lucky blow or loss of stamina determining the victor. so maybe we're trying to make combat something it simply isn't.
>> I think the important question is, do you want to rely on player skill or not?
button mashing skills ? no. that should have nothing to do with RPGs. this isn't Galaga.
hit location, and the ability to make counter moves? yes. these are the things that make up real melee combat. one might even say they are the prime things in melee. do you go for shield or visor when tilting? (hit location). and we all know that the veteran hero knight can parry or block any weapon wielded by a mere human lesser than he or she is. the same way the Shao-lin master can fend off the attacks of all lesser opponents effortlessly (with a willow stick no less) , while remaining as placid and calm as the Buddha himself.
such a system would combine a bit of both. reflexes so you can counter-move in time, and target specific parts of the body. knowledge of moves and how they combine (or don't very well) - IE player knowledge of the combat system. then also RPG stats and dice rolls for attack resolution once its been determined that a hit has occurred (IE character experience / skill / level).
this is the approach i'm taking in Caveman 3.0, but block and dodge are the only "counter moves" so far, and they are not yet modified based on what attack you were doing when you started them.