This is a very good topic, lot of great ideas can be found here. [Well most of these proposed ideas can be found in other games already, but those games were absolutely epic. - I meant their detailed combat system of course.
]
Thus, here is an example from a game called Knights of Legend [Old DOS game]. The combat system in that game was fantastic.
If we could have something like this in DF...I would be absolutely pleased.
"The fighting system of Knights of Legend is where the game really shines. Even to this day, more than fifteen years after the game was released, I have yet tosee a combat system in another game that even comes close to comparing to its detail and realism.
ARMED ATTACKS
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Armed attack involves three choices; an attack type, an attack location, and a defense type.
NONE: (Man shrugging his shoulders)
If you don't want to attack at all (usually to devote all your effort to
defense) pick this option; you won't attack at all the following round.
HACK: (Axe chopping)
This is a powerful overhead swing, using the force of gravity to add power to
the weapon. It's the most powerful of the three standard attack types, and also
takes the least stamina, but is also the slowest.
SLASH: (Sword Slashing)
Slash is a horizontal/diagonal slash with the weapon. It's not quite as
powerful as a Hack attack, and uses a little bit more Stamina, but is
substantially faster.
THRUST: (Sword Stabbing)
Thrusts are a quick, stabbing motion with your weapon. It's the most fatiguing
and least powerful of the three attack modes, but it's also the fastest, which
counts for a lot, as enemies that take a hit before they attack are less likely
to connect.
BERSERK (Berserker with shield):
Berserk is a special attack; unlike the three standard attack types
(Hack/Slash/Thrust) it cannot be targeted (it always targets the chest) and you
cannot choose any defense (you'll automatically use a Standing defense) It's
also more fatiguing and slower than any of other attack types, but it does a
lot more damage, too.
ATTACK TARGETING
----------------------
HIGH SHOT (Arrow at head):
This attack targets the upper body. Upper Body attacks usually hit the arms,
and can hit the chest as well, but will never hit the legs. If your character
is targeting an enemy substantially larger than his or her height, they may not
get the option to use this type of attack. (The height differential appears to
differ by race--a 3' dwarf can High Shot a Sledge more than 3 times his height,
but a 7' Kelder can't High Shot a Sylph that's a bit less than 2 1/2 times his
height)
BODY SHOT (Arrow at chest):
This attack targets the middle body. Middle Body attacks usually hit the torso,
but they can hit anywhere else on the body as well.
LOW SHOT (Arrow at legs):
This attack targets the lower body. Lower Body attacks usually hit the legs,
and can hit the chest as well, but will never hit the head (and almost never
hit the arms either).
DEFENSE TYPES
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Defense types pick the manner in which you attempt to avoid enemy blows. Note
that this is separate from parrying blows; (that's determined by weapon defense
skill) a character using no defense at all can still parry incoming blows.
NONE (Man shrugging):
Use this if you don't want to defend at all. There will be no chance to dodge
blows if you use this, but it doesn't take any stamina either. (You can still
parry though) Use this if your Foresight has shown that you're not going to be
attacked the following round.
STAND (Man Standing):
The manual says that a standing defense is better than no defense at all, but
as far as I can tell, there's really no difference, except that a Standing
defense takes a little Stamina. Unless "but narrowly misses him/her" counts as
dodging text (and it might, I don't know) I've never seen a standing defense
successfully dodge anything. Maybe it gives you a boost to parrying.
BACK UP: (Man backing up)
Attempts to avoid an enemy attack by backing up. Backing up takes more stamina
than a Standing defense, but is much more effective, though not as much so as
Jumping or Ducking.
DODGE: (Man dodging to the side)
Attempts to avoid an enemy attack by dodging to the side. Dodging is very
similar to backing up, and in terms of effectiveness, they don't seem to be too
different. I have noticed that Dodging seems to be slightly more effective than
backing up, though it may just be my imagination.
DUCK:
Ducking is a very effective evasion technique, but it takes a lot of stamina.
Ducking is especially effective against High attacks, but be forewarned there's
actually a minor dodging penalty for using Ducking against Low attacks. (You
can still dodge a low attack by ducking, but it's harder)
JUMP:
Jumping is a lot like Ducking, only it's more tailor-made for avoiding low
attacks. As with Ducking, Jumping gives you a minor defense penalty when used
against a High attack.
PANIC: (character running away with sword dropped)
Panic Defend is the most effective form of attack in the game; your character
will hunker down and cover him/herself up, which allows a very good chance for
dodging or deflecting blows. The downside is that this kind of defense is very
fatiguing, and you can't attack at all when using it. (If you picked an attack
type before, it will automatically switch to "NONE" upon picking PANIC)
PS:
You can read much more about it here:
http://www.gamefaqs.com/computer/doswin/file/564748/41039PPS:
I am really wondering about Toady's plans regarding the Combat Arc. Let's keep our fingers crossed, that he will code in some neat combat system.