Well a lot of games portray the 'Charismatic woman using her wiles to trick the dumb man'.
It happens a lot in real life, but some feminists don't seem to like the idea of seductiveness being used as a weapon- it kinda buys into the 'male dominated world' thing.
Without wanting to sound insensitive, I'm against game creators shying away from an idea for fear of offending someone - I think one's ideologies should be their own.
Plus, I don't mean seductiveness alone - women are shown to in general have an easier time making people agree to them. So, say, you made your female character from an opressed peasant into a military commander, and she's about to give a rousing speech - she'll have an advantage there.
True, but how many common soldiers reach absolute 100% muscle potential?
That game sounds incredible by the way. I'd love to see something like that made. The closest thing to a realistic medieval combat game is Chivalry(yeah, not even that close), and I'd love to see something like that.
If in the game you could train your stats up, I think that's be a great way to show female fighters training hard enough to be as effective as a male one.
Indeed - see, the disadvantage would be most visible in early and late game. Early because your starting character would be weaker to the mostly male enemies, and late because the potential of ultimate warriors is greater.
At the middle, one would simply have to train a lot.
Hee hee, that was slightly hypocritical of me, indeed.
But I was thinking of DF like due to the number of moves possible in realistic combat - it'd be bloody impossible to fit all the variation in a mouse strike format, or to map out each key of the keyboard to a type and direction of slash.
I was thinking very DF life - basically Adventure mode beefed up to eleven.
As to the load suggestion, I think max load would have more to do with strength than agility - plus, the speed deficit is based on real life limitations, since speed is actually dependent on one's strength, hence olympic categories.
Oh god, I hope someone's good at designing an interface, then. It would also have to have more layers. Like Weapon Choice > Location Choice (says armor rather than body part, unless it's exposed) > Attack Type Choice > Force Choice > 'Tricks' Choice (like feints, I guess, though these could go into the attack type as well..) Could possibly allow stringing the attacks together in different intervals. Like a quick jab at the left knee that feints int a slash at the left shoulder or something.
Mmm... Well, I was kind of proposing that sort of system because (due to their low strength) they would be burdened more by heavy equipment, thus reducing their Strength. (Though that could be an inbuilt system as well). Up to a certain weight though, Strength won't have any easy-to-spot effect on Agility, in fact a high enough strength could conceivably make it worse.
Also, Agility =/= Speed.
E: Actually, if you are, have, or know a good writer the game could conceivably be quite excellent as a Visual Novel-esque/Life Sim game in a similar-ish style to Long Live The Queen but with the combat. Could allow for nice choices, dialogue, and story without having the game engine as a real limiting factor. (Since all the art is 2D and there aren't too many animations, rather text instead. Fits in with the whole DF-style combat system too.)
I think having load influence STR is less interesting than STR influencing load - makes more sense to me, too. A strong woman would have an easier time carrying heavy loads than a weak man, for example.
How I was thinking up the combat - the game has both warriors placed against each other.
Your options are divided in three menus - Movement, Attack, Defense, and Tricks.
Movement offers you submenus charge (you can choose to connect a part of your body against one of the opponents at a certain speed, like your knee or elbow, modified by your current AGI and STR and armor types), dodge (subdivided by direction and type, roll, jump, etc), and such others.
Attack offers you strike, pierce and other options. If the opponent is heavily armored and you have enough INT and PER, you'll have lots of options of armor weak points to target, but without good DEX and decent AGI you won't be able to hit it and without good STR you won't do much.
Defense offers block and parry menus, and also defensive stances if the enemy is not attacking.
Also, in this context, AGI refers to speed of movement. Nimbleness, what agility is usually related to, would be related to DEX.