This game needs a running attack.
A goblin appears, the guards run after it and the goblin starts running away, The guards run up behind it, stop, swing their weapon, miss, over and over again.
This game needs a running attack.
A goblin appears, the guards run after it and the goblin starts running away, The guards run up behind it, stop, swing their weapon, miss, over and over again.
I agree. hunting goblins can be furious at times.
What about a “Sprint” option as well? It could a sort of command where you’re essentially forcing the unit/squad to move faster than they normally would, but it’d have some sort of drawback (such as injuring them if left on too long). Combined with the ability to attack while moving, attacks from both sides would become much more interesting, effective, and dangerous.
i like your idea @Atralane, the hearthlings stamina could also tie into how long they would be able to sprint.
What does stamina do right now?
Apparently it affects how much they need to sleep.
@8bitCrab The stamina could also interact for which blows the hearthlings use (overhead, sidehit, ect)
And the damage inflicted upon.
I’m thinking about another possibility.
A quick, low damage, attack that inmobilizes the victim for a shot period. It should be fast enough to hit before the goblin (or hearthling) is too far away. Could be unlocked when the footman reaches a certain lvl, Deals little damage but stops the victim, thus allowing the soldiers (or goblins) to gang up on him.
Have Fun, Kyth.
@Kythandra
That sounds like an attack the archer would best fit.
Well, another possibility that’s been thrown around previously was things like nets to trap an enemy. I think it first came up when we were trying to come up with concepts for non-lethal weapons to handle situations in the game peacefully.