I'd like to have a combat system that simulates pseudo-medieval combat in a somewhat realistic manner, while still being learnable (though difficult to master). The big design challenge for me is the melee combat. I've gotten to some kind of a proof-of-concept level in interpreting mouse information and applying it to a weapon:
An example game with a more finished implementation of mostly just free-form slashing movements: Die by the Sword. Possibly not good enough for me.
If a shield is added with some key assigned to block with it, aside from just movng around there's a new possible decision for defending yourself; parrying with slashing controls seems so difficult I wouldn't really count it. The Legend of Zelda: Skyward Sword is kind of what it would be like, except the weapon controls weren't as free-form there. Motion controls were something I played around with in my own game as well and could be something to readd in the future when I have more proper equipment, but mouse controls sound pretty important to get right to me.
The Mount & Blade series had even less free-form attacking, but parrying was even kind of doable in it. I think the possibility of parrying is an important feature to have, since of course I'm not going to have every character have a shield.
Possibly restricted ways of delivering blows just… works from playability standpoint. But it's also kind of an unsatisfying answer for how to simulate pseudo-medieval combat to me. Unless you really complicate how many buttons are devoted to choosing just how to deliver a blow, you might not be able to have a body part system where it matters where hits landed. But I do think it matters.
So I'm opening this up for a discussion. I've had some of my own ideas, of course, for controls and other combat mechanics but it's still a little bit up in the air.