Rawls;n9357991 said:Make lacking skills have combat be more difficult. Add sway to aim, additional time to draw weapon, more recoil for weapons when shots are fired if the person has no skill with fire arms. Have guns jam sometimes, and are cleared more quickly by someone who knows how to use a firearm. Make it so there is a % chance parry is unsuccessful with melee weapons in melee combat if you don't have any skill in melee combat. There are third person combat games out there that do some or all of this to varying degrees of success. The Last of Us had skills effect sway of aim (and it was a pain to shoot until you took the skills). The Witcher 3 had parry and dodge (though I think you ought to be able to fail at it when you're not an expert swordsman). MGSV had solid stealth mechanics and it would be fairly easy to make the player easier or harder to spot for NPCs with certain skills. Mass Effect 3 had solid TPS combat mixed with companions. Lots of games have skills effect draw time, recoil and the like. You can have both the sense of variety in combat based on character skill and player control.
To achieve a tough combat system without sacrificing "accessibility" or too much of the fun element, the difficulty should be focused on enemies.
Everytime the player got better with his skills the enemies would do it too. Imagine enemies with AI’s that would adapt to almost every player's moves.
If word got out in the street that the player's most used weapon is a sniper rifle and attacks enemies at long distances, then enemies would start using more long ranged weapons and equipments that can identify the player at longer distances.
The same could happen during combat: "Oh the player just killed 40% of my buddies with a shotgun? Let's stay away from him and only shoot him at a longer distance, since shotguns have a short range."
The same goes for roles too: "Oh the player is a corporate and is wiping us out by calling ally reinforcements? Let's use this EMP grenade to intercept his methods of communications so he can't call any more reinforcements!"
And with equipments: "Oh the player's main cyber implants are stealth related? Lets buy equipment that makes it easier for us enemies, to identify the player when he's hiding."
This adaptive AI would respond uniquely for each individual class and it would work during combat too, which means enemies wouldn't watch the player wiping them out without doing anything AKA Witcher 3, but instead they'd try different things.
There's this theory in gaming called "Dominant Strategy" which means that if you find a ultimate strategy to dispose enemies you're always going to use it. With this adaptive A.I there's hope that we could get rid of that dominant strategy that always happens during gameplay.