Hajo said:
Consider armor breaching effects of weapons
That I have. Armor gives Damage Resistance (vs higher AC in many games, for example), and there are weapons that have higher penetration value reducing DR.
Some weapons like a whip or the morningstar type with a spiked ball, chain and a stick may allow to bypass a shield
That's a good idea.
No wrestling move, but a whip can also be used to get opponents off the feet
I don't really have any equivalent of a whip or a chain at this point, but perhaps I should look into that.
Noise can attract additional enemies - try to fight noiseless
The way I see it, you either kill your opponent instantly (the assassin way) or they call for help. You may be able to fight quitely, but your enemies won't.
Penalty for being surrounded
I see your point, but it sounds too harsh, considering that you are all alone, and often would fight multiple enemies. It's like a constant penalty. I know that you can move away or try to find a good position where surrounding you is difficult or impossible, but that sounds like too much work for a player, imo. It works better in a party-based setup where you can use other party members to flank others, or to protect your own from being flanked.
Maybe a bonus for fighting a cornered enemie
That would imply that there are ways to corner an enemy, force him to retreat, etc. I don't have anything like that at this point.
Consider weapon ranges - halberd vs dagger
I have that.
Weapon recovery time, depending on attack and fighting style?
It's an AP system, like Fallout. Each attack costs Action Points. Recovery time/reload time is reflected in APs.
I have that. Poisoning weapons is a part of crafting / alchemy
Impossible. That's what technically certain DR-reducing weapons do. Some can bash armor some can go through weak joints or chain links.
Lure enemy into terrain that benefits you but hinders him?
That's what I'm working on now (trying to see how that would work, and whether it would be fun). It has a lot of potential, like forcing a guy with a 2H sword fight you in a narrow space thus switching to a less formidable weapon. The question is how to implement it properly. Take a stealth route in many games for example. I hate that they just put vent ducts everywhere. Kinda lame.
Prepare traps and lure your opponent into them.
I have that. Plenty of traps. You can even trap a door, then knock, and run away.
futuristic (electric, acoustic) short-range shocking wepaons
Can't have that. Fantasy only.
smoke bombs (or bright flashes to temporarily blind the unwary
That would be very cool, and should work with alchemy. I will look into that.
- poison/stunning gas (grenades)
I have poison powder (gas would be too advanced for the period)
Greek fire is in, and I'm pretty sure it could be made into a throwable item.
throwing weapons like daggers, knives, throwing stars, poisoned darts, chakras, choking ropes, open cans of grinded pepper, bags of salt, sand and all the other mean and nasty stuff?
You can throw a lot of stuff in the game. Choking rope sounds lovely, but with a limited animation it probably wouldn't work.
use of trained animals, e.g. some wolves, or just dangerous animals - throw a poisoneous snake after your opponents or some spiders?
A snake sounds good. Very assassin-ish. Thanks, Hajo.