Toribash
Original Post
rework on grab mechanics
as we all know th current grab mechanics works as solid line connection that apply alot of force while it's connected without any flexibility what leads to eather dms or in case of general aikido matches deformation of body, and alot of crap.

by making grabs breakable and changing the way they are applied will make gameplay much more rich and less raw.

so, let's start with the way grab works. if grab will work like ball axis connection, allowing rotation on all 3 axises or so, annoying shit like double torso grabs in aikido mods would not deform toribody and break the way joints work, in shork, you will be still connected to your opponent, but in much more fluid and flexible way, that except solving doublegrabs bs it will also look good and will be realistic.

sounds good, right?
yeah, but not entirely, the last thing that needs to be added is to make grabs breakable. yeah, you can break the grab and give that scrub that glued to you like a parasite a nice kick in the ass, or so.
why it's good? you will actually had to use brain to grab people, be able to break it and get free instead of ending up in hugs of a scrub.

when these 2 elements are combined we are going to get an effective, interesting, realistic, fluid and NOT broken way to grab people that any mod with or without grabs may benefit from.

like aikido, lenshu, tk, and may be even wushu (in case of wushu - only if the grab threshold is very low ofc)
I think that breakable grabs would be nice IF they can be set on or off in ctrl+g control panel.
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if we will get it as grab threshold it may be as simple as
grab threshold 0 - unbreakable
grab threshold > 0, for example 400 will mean that force need to be applied to break the grab.
Originally Posted by jisse View Post
This would not work well in singleplayer.
Non static grabs would screw replaymakers over big time.

just because thats the way you got used to does not mean thats a good way at all.

if anything, it will give more flexibility to grabs and you would not be locked to joints range of movement when you are closing distance for a boomhit, but have an agile pivot point to work with.

look for new opportunities instead of sticking to outdated flawed system, no?
I'm fine with this if it's toggleable, but I doubt it would be if implementet into the game
I think the current grab system is good, at least for replaymaking. I'm open to suggestion but grabs are a big thing and there's no guarantee this would work.
Originally Posted by jisse View Post
I think the current grab system is good, at least for replaymaking.

Originally Posted by snake View Post
just because thats the way you got used to does not mean thats a good way at all.

Originally Posted by jisse View Post
I'm open to suggestion but grabs are a big thing and there's no guarantee this would work.

now, if you bother to reply, please provide an example where grab system proposed here can actually hurt replaymaking instead of benefiting from it obviously, skits as example would not work, since it will still work but will be executed differently.
Say that you're making a ukebash replay.
You've gotten a few DMs and you catch Uke's torso in your hand. You're rotating your entire body to get that sweet 50ish speed kick and most likely a nice boomhit. But as your foot touches the torso of Uke, your grip breaks/rotates making your kick not ghost and a lot less powerfull.
As if your own feet/wrists breaking wasn't frustrating enough, this would add further to the pains of making replays.

Lazors Moderated Message:
No "did you read" arguments, please. Bolded the word to avoid misconception.
Originally Posted by Lazors View Post
Developers have a tendency to make changes benefit everyone. If it was implemented, there would most likely be a "classic" grab settning in the mod maker or something similar.

Oh yeah, I'd like the grab threshold to be setable for different bodyparts. In aikido you might want to make hand to hand grabs stronger than hand to leg grabs, for example.

can be solved easily by grab + grab = unbreakable - grab against no grab - breakable with threshold
It will be great if toribash becomes more realistic.
Surely that inflexible and unbreakable grips do not contribute for the "violence PERFECTED" tagged on toribash logo.

I really appreciate the idea of reworking the grab mechanics. It will bring new experiences and a thousand more of perspectives for the game.

If you can make the change optional, It will be fair for everybody.
Last edited by iver; Apr 9, 2014 at 09:11 PM.