Grappling

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Boltersam
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Grappling

Post by Boltersam » 30 Jun 2017, 07:51

Summary (a quick, 2-3 sentence summary): Add/Work on the CQC grappling update that was promised a while ago, but couldn't be finished on by Abbysynth because of her resignation.

Benefits (How this will benefit the server and game as a whole): Add far more depth to melee combat than we currently have, and make it more skill based rather than focused on stuns being king. This may take a lot of work to do, but after all is said and done, it'd make combat much more enjoyable.

Details (Description of how you think this would work, the benefits, etc): pic of original post: https://gyazo.com/fc3b5311806972d69443d5fc86ec3cbf



Additions:

"Brawl" weapons, like pistols and one handed melee weapons would give a bonus to your grappling. However: Any weapon larger than a knife or pistol cannot be used unless already in hand. Two handed weapons should be restricted as they're too large to wield in a grapple. Only weapons that are within reach (Belt, armour, boot, pockets, hands.) can be used. Nothing within the backpack. (There goes the six bootknife backpack strategy.)

Swarm bonus: If two people are in a grapple, a third or more can enter it by grappling whoever they intend to fight, and assist the other grappler (Confers +1? Bonus.)
Replaces the Morale Bonus

Limb Loss: If you have lost a limb, you should receive a disadvantage in grapples for it.

"Leader": Whoever currently has the advantage in the grapple (Has moved it up a stage against their opponent) is the only one who moves the grapple. If neither are at an advantage, both can move the grapple.

"FG"(Friendly Grapples): Grapples are not initiated against teammates (Only normal grabs) unless disabled in the IC tab.

Implementation (Optional, if you have an idea how to implement it): Edit current grab mechanics?
Last edited by Boltersam on 09 Jul 2017, 05:41, edited 6 times in total.

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Re: Grappling

Post by YungCuz » 30 Jun 2017, 07:53

PLeaaaaaaaaaaaaaase do it :C
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Re: Grappling

Post by Aracino » 30 Jun 2017, 08:09

+1 Yes please, headbites for everyone!
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Szunti
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Re: Grappling

Post by Szunti » 30 Jun 2017, 08:19

Isn't it you get clinched, spam resist and hope you get out while the xeno spams what is needed for upgrading to grappled?

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Re: Grappling

Post by Nick123q23 » 30 Jun 2017, 08:23

Discussed this in-depth with Bolter earlier. This would revamp melee combat and be pretty cool. +1
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Re: Grappling

Post by WinterClould » 30 Jun 2017, 08:30

Nickname your character Snake. Get the RO to trick out the M3A4 .45 with a suppressor and red dot and actually get you ammo for it by wasting 200 points on surplus ammo at round start. Grab a machete for extra melee. Get fucked by a young runner as you struggle to remember the basics of CQC.

+1
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Re: Grappling

Post by jusa297 » 30 Jun 2017, 09:22

Don't know why my post got deleted, but as i was saying:
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This is better than tackle spam. +1
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Re: Grappling

Post by Sarah_U. » 30 Jun 2017, 11:02

Did I mention-- All of the +1!
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Re: Grappling

Post by Sailor Dave » 04 Jul 2017, 05:42

I'm concerned about how well this would work out when you factor in groups of marines, all of which have guns, and especially taking into consideration the line of sight morale bonus. You can grapple with one marine, but how will you manage to get them away from the group while you're both busy tussling and getting shot at? Currently, running off with a tackled marine is simpler, as they're not going to fight back for the most part as long as you keep them tackled.

I'm interested in this idea in concept, and I'm definitely not a fan of tackle-spamming, but I think there needs to be more thought put into how the mechanics would actually play out in practice.
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Re: Grappling

Post by Boltersam » 04 Jul 2017, 18:21

Grappling doesn't fully replace current melee combat. Sure, you can try fighting out a grapple with a Marine who has squad support, maybe get him FF'd a bunch, but really you'd stick more to current tactics, maybe hit and run with slashes or tackles. Grappling only creates a large scale change in smaller skirmishes or battles, when combatants can and will use it to gain the upper hand by subduing their opponent, using them as shields, etc.

Grappling would mean a large change to how Xenos operate. Beneficial, yes, but it can also work against them. Instead of tacklespamming someone to a nest with three or more Xenos, one Xeno can subdue them with a grapple, but if they're skilled enough, they can make it out of the grapple, unlike with tacklespamming.

Regarding firearms, grappling really does work against ranged combat, because once your mates are wrestling with a Xeno, you'll be likely to hit them in the chaos.

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Re: Grappling

Post by Butterrobber202 » 04 Jul 2017, 21:11

approved

Yes for reasons stated above.

+1
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Re: Grappling

Post by Heckenshutze » 05 Jul 2017, 01:07

Oh I can feel the upcoming waves of snowflakes trying to CQC a predator. Yes +1
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Re: Grappling

Post by Skimmy2 » 05 Jul 2017, 01:37

+1 for grappling, but lets be honest, people are probably gonna fire into a melee anyways.
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Re: Grappling

Post by Derpymcderp » 05 Jul 2017, 06:16

yes please....PLEASE

+1
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Re: Grappling

Post by XSlayer300 » 05 Jul 2017, 09:28

I was hoping for a new melee feature rather getting meme'd by xenos, and this plan work well! +1 on that.
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Re: Grappling

Post by jusa297 » 05 Jul 2017, 10:19

Why not just add Bay's combat? It's pretty fun.
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Re: Grappling

Post by TheMaskedMan2 » 05 Jul 2017, 11:43

I have no idea how much work this may entail, actually probably a fuck ton, as it's reworking an ENTIRE system, but I really think this may be for the betterment of the server, I hope the devs consider this, even if it will take quite a lot of time to implement or get around too, as I know they likely have their hands full, as it is a good idea. +1
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Re: Grappling

Post by Ranged66 » 06 Jul 2017, 15:09

This sounds like a lot more fun than the current system, but a complete bitch to implement. Long term goal maybe? Implement it in parts, slowly making it whole? +1 either way
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Re: Grappling

Post by Boltersam » 08 Jul 2017, 05:55

Edited.

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Re: Grappling

Post by MedicInDisquise » 08 Jul 2017, 19:22

"The CQC soldiers are using nowadays is a pale imitation. They're learning from reading about it. I learned through doing, and there's a world of difference." -Old CO

In Melee, aliens should always have the upperhand but having a chance to have a fun fight when pounced is, well, a lot funner then just being stunned and dragged away. +1
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Re: Grappling

Post by JackStorm » 08 Jul 2017, 19:59

+1 if no morale bonus. And I didn't get what exactly certain click with certain intent is going to do?

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Re: Grappling

Post by Boltersam » 09 Jul 2017, 05:57

JackStorm wrote:+1 if no morale bonus. And I didn't get what exactly certain click with certain intent is going to do?
Morale bonus was replaced by swarm bonus, I forgot to include that. Thanks for reminding me.

Well, ideally, you use the Grab intent to initiate a grapple on someone, and can have some different moves to increase your grapple, deal damage, or disable your opponent.

For example, let's say there are three moves that increase your grapple. If you use one move, the opponent can try to use the same move to oppose it if they think they're stronger, or use another move against it. I haven't quite ironed out the system, and if we went with this idea, it could mean that whenever you use a move to increase your grapple, your opponent can just cancel it out with another. Maybe have successful Disarm moves prevent your opponent from defending themselves for a period of time?

Using different intents will have different results.

On Clinched, Harm will deal some form of damage move, but obviously not a lot of damage because it's just the first stage. Disarm would do something to disable you, such as if successful it would prevent you from using moves, and Grab would have to do with increasing your grapple.

On Grappled, you'll have more powerful moves available. Harm will do something like break a bone, Disarm would pin you down, Grab moves to increase the stage would have more effect.

On Subdued, you get to the most powerful moves. On this stage, Harm is an execution. For example, a Marine slashing out a Xeno's inner jaw with a knife, a Xeno headbiting the Marine, then a Predator snapping the Xeno's spine. Disarm knocks you out, Example: A Marine grabs another in a choke hold (Cannot be used against Xenos), a Xeno uses its tail to constrict a Marine until they're knocked out, a Predator uses some form of stunner to shock you.

And of course, you have to bring the environment into play. Smashing people through windows, into tables which collapses them, impaling them on some rods, slamming them into a wall, and more. With the environment, it'd be much easier to get the upper hand.

It's a very rough system, but it's what I can think up at the moment. The devs would be much better at figuring out a system that worked.

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Re: Grappling

Post by NescauComToddy » 09 Jul 2017, 11:59

Although the system proposed by Abby is interesting and possible, adding it in the game could be complicated. Even so, all the luck in the world for this suggestion. +1
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