Reading extensively about sword fighting and fantasy books I’ve come to the conclusion that light wound actually play a big role when it comes to deciding the winner between skilled duelists; since this game seems to be able to implement such feature I think it should be explored.
What I mean for Light wounds is all those shallow cuts or scraping hits that may weaken the limb but do not incapacitate straightaway. For instance parrying a sword too late could lead to a bleeding gash in the thigh that lets you keep fighting but if left alone and ignored for too long causes weakening and slowing of movements, which make the rest of the fight more difficult, and eventually to loss of conscience and death.
On the other hand these wounds would be easily curable and all in all forgettable once the fight is over.
This mechanic could favor a more defensive approach possibly with the use of shorter but quicker weapons in which inflicting even a light wound would be a step towards overcoming the opponent.
This may be what @warhorse wants to achieve with combat. They said that combat will be stamina based.
Yes, such wounds could influence stamina in an exponential way since blood loss tends to reduce ones “stamina pool” and ultimately obfuscate mind and senses
In this sense it could work as if dodging the opponent’s attack would make him waste stamina while inflicting such light wound would cause a sort of “stamina leak” to him leading to a shorter fight the more light wounds one has inflicted.
What I would like to see is these to actually count in combat in a different way that a little reduction of the health since humans are not machines in which some sort of “hull integrity gauge” is applicable.
Yes that is a great idea that I would love to see in the game. Stamina reduction could be a great way to go. And if so maybe you can increase your stamina pool by actual fighting training like in real world. The more you get hit the less pain you feel next time but if you get cut… there is not really a way to train that, so that the reduction in the stamina pool is still significant enough to slow you down. Of course the greater the would the greater the cut in the stamina pool.
i think adrenalin negates the negative effects of light wounds.
also, fantasy books probably aren’t a good source for knowledge about this type of thing.
a wound that can result in bleeding to death isn’t a light wound.
[quote=“213, post:5, topic:6181”]i think adrenalin negates the negative effects of light wounds.[/quote] Good point, but the chance of light wounds are also not that big, these very light cuts they normally get in movie-battles are not that common.
Most of the time one gets hit or does not.
Then there is also the effect of shock, one can loose a hand and continue fighting (if it is not the sword-hand ) because of the adrenalin he might not even feel pain an because of the shock he might not loose that much blood.
After the battle it might become a little problem…
I like how an arm cut-off is a light wound (Python again? ) JK
I would love a proper injury system as I discuss it somewhere else, don’t remember where. These light wounds could be connected to some kind of fear simulation causing blurry vision and things like that.
That’s the point, while adrenaline keeps you fighting it cannot prevent the effects of bloodloss such as weakness and lowered blood pressure. The light wound might even go unnoticed at first but its something you cannot ignore in the long run as you start feeling slow and numb.
I did not say they are common, especially in the midst of a battle, where commoners and simple soldiers fight without any finesse in the fight, light wounds are unlikely.
But when facing a swordmaster (later in the game maybe) the tenths of seconds start counting more and clutch reactions make the real difference rather than the strength of the strikes; at this point a “light wounds system” would truly shine.
i seem to recall that somewhere out there there is a historical document with an image called the wounded man or something like that, from a fightbook. it shows this guy with numerous cuts to the face, arms, and legs, having killed three opponents who have numerous gashes on various parts of their bodies. this would seem to indicate that wounding someone doesnt put them out of the fight, and non threatening injuries werent uncommon. so there is room for a light wound system. the other thing worth considering would be afterblows, or high for lows, where one combatant is fatally wounded but not instantly killed, such as a thrust to anything other than the head or a severed limb or evisceration. in the remaining time they have left, its not uncommon for them to kill the person who killed them, making it vitally important to come to a defensive guard after having struck the mortal blow
that seems to be a conflation. the wound man is a surgical illustration.
might be, i dont have the illustration, just heard it described, but it sounded like it was a depiction of a fight, not a surgical illustration
Well, I don’t know if it fits in here, but what I would like to see is:
A.) Light Wounds
B.) Broken Bones
C.) Infections/ Illness
Would be good I think (Different weapons do different damage types who have to be cured differently)