Some good suggestions. One I particularly like is Boston's regarding weapon length/size. Aside from reach, give an attack speed penalty to larger weapons in tight spaces like hallways. Effectively you lower the DPS of weapons like longswords indoors, and give knives and shivs a chance to shine in certain situations.
Another thought, anyone played Fire Emblem? I remember one mechanic whereby melee weapons had a rock-paper-scissors dynamic. Swords were weak against spears, which were weak against axes, which were weak against swords. Maybe something similar could diversify weapon choice a little. The problem I'm coming up with is how to justify it - it barely makes sense in Fire Emblem. Any thoughts?
And how about this. b0rsuk said
And this would translate to ranged combatants too - when your gunman gets caught in melee, don't you just want to get away? Maybe the guy with 8 melee skill he's otherwise not using could get away, while the 0-skill would get pummelled. Or maybe the pistol carrier can get out of reach faster than the LMG guy. Maneuverability bonus/penalty can add a whole layer of complexity to weapon choice without much cost, or taxing the AI for that matter.
Another thought, anyone played Fire Emblem? I remember one mechanic whereby melee weapons had a rock-paper-scissors dynamic. Swords were weak against spears, which were weak against axes, which were weak against swords. Maybe something similar could diversify weapon choice a little. The problem I'm coming up with is how to justify it - it barely makes sense in Fire Emblem. Any thoughts?
And how about this. b0rsuk said
QuoteTwo dudes seem tied and neither can disengage, so they just hope they don't catch too many bullets. There is little maneuvering.and it got me thinking. What if the character's ability to maneuver/disengage while being melee'd was a function of a) his melee skill and/or b) his weapon? A seasoned fighter could slip in and out of combat more easily than an amateur. A shiv-wielding slinker could position himself more easily than someone dragging a stone club.
And this would translate to ranged combatants too - when your gunman gets caught in melee, don't you just want to get away? Maybe the guy with 8 melee skill he's otherwise not using could get away, while the 0-skill would get pummelled. Or maybe the pistol carrier can get out of reach faster than the LMG guy. Maneuverability bonus/penalty can add a whole layer of complexity to weapon choice without much cost, or taxing the AI for that matter.