Mount & Blade 2: Bannerlord developer Taleworlds wants combat in its forthcoming medieval battle 'em up to be both realistic and fun. A new blog post considers how types of damage, speed bonuses, weapon impact and more inform how this balance is achieved.
Striking this balance is far from straightforward, however, as the developer touched upon earlier this month. Weighing too heavily in either direction can break immersion and the credibility of combat, which is something the developer goes into more detail via this Steam Community update. Here's an excerpt from that:
"Damage is a difficult concept to get right in a computer game. Making the damage model realistic could be desirable since this can help with immersion and depth, on the other hand, what happens in a real-life physical trauma is incredibly complex and trying to replicate that in a computer model could easily get needlessly complicated with little benefit to gameplay.
"While working on the system we made great use of an excellent article written by George Turner. The article was an eye opener about the intricacies and fine points of weapon dynamics. Of course, during implementation we had to make several simplifications and assumptions and if there are any unrealistic elements or errors in the end result, the fault lies with us and not the article."
More obvious considerations such as an attack's point of impact and the specific weapons used expectedly influence damage rates, however the ways in which speed and speed bonuses operate differently this time round sound particularly interesting.
"As our calculations are physically based, we no longer need to calculate an extra 'speed bonus' like we do in the previous games in the series," the Steam Community post adds. "We simply get the attacker’s and target’s velocities and feed these into our equations. This results in a realistic and accurate way where the attack damage is affected by speed."
With that, Taleworlds aims to sidestep the perils of RNG or similarly hidden random variables within its combat system.
Mount & Blade 2: Bannerlord is as yet without a hard release date—I enjoyed my hands-on time with its multiplayer at this year's Gamescom.
The Mount & Blade 2: Bannerlord team have revealed a physics-based combat system for the RPG that they say will take all the randomness out of cutting down your foes. While previous Mount and Blade games calculated damage using variables outside of the player's control, Bannerlord will physically simulate all of a weapon's characteristics—length, mass, weight distribution, swing speed and direction—and spit out a damage figure.
Players control these variables through the new crafting system. Weapons will be made up of component parts: a sword consists of a blade, a guard, a grip and a pommel, for example. Each element may grant special bonuses outside of the game's physics (such as a large guard increasing hand armour), but they will all have physical characteristics that will provide inputs for the game's combat simulation.
The mass of a weapon will affect its thrust attacks. Light weapons are faster but have less energy and therefore cause less damage, the team said. A heavy weapon will deal more damage but if it's too heavy it will "make contact with your opponent before it could reach its full speed, making it feeble and ineffective". So, it's a balancing act.
The calculations for weapon swings are even more complex. "Swing speed is affected not only by weight but also by the distribution of weight around the pivot point of the swing. Increasing the weight may increase the damage (within certain boundaries), but, it will also increase the inertia, meaning that more energy would be required to achieve sufficient speed on impact.
"Thus, these weapons will typically be slower and increasing the weight will only positively affect damage up to a certain point." Got that?
There's also a chance (although it's not stated explicitly) that player stance and direction of travel will feed into the mysterious combat equation. The game simulates a player's body as three 'motors' driving the weapon: one for legs and hips, one for the chest and shoulder, and one for the arm and wrist. Again, it's not made clear exactly how that impacts weapon damage, if at all.
Basically, it's shaping up to be a much more realistic combat simulation than previous Mount and Blade games. You can read about the plans in even more detail on this blog post.
The team doesn't actually say what the precise formula for damage is, which is presumably why the blog is only 'part one' of a discussion on weapons physics. I'll keep my eyes peeled for any follow ups.
Mount & Blade 2: Bannerlord's release date is yet to be revealed.