I fail to see how much more complex the system i propose is than the actual one, the actual one is like, Quick Atack beats Charged Atack, mine too, Blockstum beats Fast Atack (most of the times, since some times people atack you, get blocked and roll to your back and rape you), mine too, Charged Atack beats Blockstum, mine too, 2 of the same atacks end in a Clash, in mine to, right now when you first start the game there is not even a keybind for the Blockstum, i had to look in the forum to even learn about it's existance and controls are convoluted, you control too much stuff at the same time, in my system it's all laid out from the start and controls are simple. In the end the changes i propose are only there to make it so that it is more dynamic and responsive, the Rock, Paper, Scissors that you all seen to like is still there and with a quick tutorial new players would be able to learn it like in 1 or 2 minutes and be effective on the battlefield, my system only adds some depth, responsiveness and gives the player much more control over the fights and takes away the oh so annoying stums present in the actual system, the way my system works there is always something you can do to get out of a bad situation, that is, if you have enough Stamina for it, being in Open state and withouth Stamina is a Death Sentence... Now back to you chess analogy, i love playing chess, i'm not very good at it, i barelly grasp the basics, but it doesn't stop me from enjoying a game, especially against someone in the same lvl as i, but if a chess master challenges me to a match i'll refuse or play just to learn how he plays the same with this Mellee System, two newbies would be able to have some cool duels, but would lose all the time to a veteran until they become veterans thenselves, a guy who plays the game for 2-3 year would be for a newbie kinda like a Lucius the Ethernal is for a Neophyte Space Marine, i think it would be very frustrating and a sign of shallow design that a guy who just completed the tutorial would have a good chance against a veteram of years in the game, perhaps it is a trait from my Karate background, for me it is only natural that mastery comes with time and the master should always be able to defeat the novice. Goddamn, that was a book, gotta go to college, see ya.
So, kinda proving my point a little. You gave 17 steps and said it was simple. Then you came back and said that your system isn't that much different from the current one. Granted, I haven't sat and really though it out, but those two facts are really bogging down the pea-sized Pentium I inside my nugget. I don't see your system as simple, since you include multiple "if", "then", and "while" statements in the 17 points. Intuitive, maybe. After a while. But for someone just trying to learn, I think it would quickly get overwhelming. I will also finish off my wet blanket of a post by saying your ideas would probably require a major rewrite of the underlying code, and at this stage of development, I don't see that getting much traction. The changes are certainly implementable, but the level of effort would be too much, I think.
For the record, I enjoy the melee "system" we have now, in theory. The bugs, lag and fps are a different story, something that takes a nice chunk of the enjoyment away. However, with that said I am a huge believer in high skill caps in any competitive game. One thing that does bother me is how overly simple melee combat is currently. I truly believe the best phrase for this situation is, easy to learn, hard to master. As it stands now, we have easy to learn part down, now all we need is SOME depth that will allow players to practice, hone and master the craft of melee. They are planning on adding a dueling system in the game eventually, I would love to see that used to the fullest with passionate players who want to dominate the battlefield, have the drive and proper system in place to dedicate time, and effort into becoming war machines. With what we have now, I see very, very little use at all for dueling or mastering melee because it just flat out doesn't require the need to in order to become extremely effective at it, and peak within a very small time frame. This in essence shortens the games life span, look at any long running game, and all of them have some form of skill mastery. Be it Quake, Starcraft, Counter Strike, LoL, Dota, etc. these games survive and pass the test of time BECAUSE of that skill ceiling. As far as this game goes the only mechanic that allows for that is the melee.
I'd prefer an honest block/parry system and the standard light and heavy attacks. Obviously the exact figures would depend on the weapons of the attacker and defender(Good luck blocking a power fist with a knife, for example) Block to negate(or reduce) incoming damage at the cost of stamina. Parry to redirect and "stagger" the attacker Light and heavy attacks as normal. Easy peasy and no more worrying about buggy dBash and lag issues.
I guess a phrasing issue, the actrual Melee System too would need much more than Quick beats Charged, Blockstum beats Quick and Charged Beats Blockstum in order to explain exactly how it really works, these are just general guidelines and as i said, they too apply to my system.
So, change DBash from being a wound up animation ending with a kick too a trigger stance that delivers the stun kick as soon as the first fast attack hits it? That would be a lot closer to an actuall parry... I'd like that.
Eah, wouldn't really change the gameplay much, it'd just make the transition from ranged to melee a bit awkward, especially for pistol/melee weapon combinations, which is a huge part of 40k. A better idea would to simply improve melee-ranged combat, as currently pistols are quite useless and awkward. You mean Dbash? And no its a very slow and awkward mechanic, having it as RMB would be irritating. I'm going to just ignore some of the suggestions such as the above because its just silly and after reading in a bit more I'm beginning to think this is either at troll post or just a throwaway with little thought put into it (no offense) 6: Basically make melee better. 7: Basically fix lagg and balancing. 8: Lockon needs to go obviously. 9: Block mechanic needed. 10: derp 11: No. 12: Sprint attack with shield. Ok I'm stopping here I have no idea what is going on and I'm sure this is a troll post.
"Getting thrown of balance when swinging a sword" These are space marines, not children suffering from famine.
Seems to complicate things? And the 5 shield centric things would make it an offensive and defensive paragon. While numbers would be tweaked it sounds like shield while sprinting would make them a mobile wall of death? Plus a shield bash would mean being anywhere between the bro and his goal will just be trampled. Unless it stops the bro dead in his tracks then neither are happy. The resulting counter would be to myrter a few of your brothers to stop shield cavalry.