| We've also added a new
kind of attack called a "Power Attack". Power
attacks do significantly more damage than normal attacks,
but they take longer to perform (leaving you vulnerable)
and burn more fatigue. You perform a power attack by holding
the attack button down briefly while either standing still
or selecting a direction. For example, if you hold down
the left movement key and press and hold the attack button
with a sword equipped your character will do a cool spinning
attack while moving to the left. (No, the camera doesn't
spin in first person - trust me, you'd need a bucket next
to your gaming setup if we put THAT in!) And as your skills
progress, you earn new power attacks.

All of the attacks - "normal" and power attacks
- are appropriate for the weapon type. No more thrusting
hammers or axes.
In Morrowind, blocking was done automatically, based
on your blocking skill. For Oblivion, blocking is now
performed manually using a block button. Just hold the
button, and you can block - either with your shield
OR with a weapon. If you're facing an opponent and you
block, some of the damage from your opponent's attack
will be absorbed by the shield or weapon you're blocking
with. But be sure to watch that weapon condition --
broken swords are useless until they're repaired! You
can even block with your hands if you're in hand-to-hand
combat. But wait, you say, why would you do that, since
there's no shield or weapon to absorb the damage?
The answer is another new feature: recoil. If an attacker's
blow is blocked, the attacker will recoil. Think of
a sword bouncing off a shield. Recoils send the opponent
back a little bit, and it takes a second or two for
them to recover - an excellent opportunity to press
your advantage. Now there are two reasons to block -
to protect yourself from maximum damage, and to try
to force your opponent to recoil so you can perform
a counter attack. Of course, you'll recoil too if your
own attack is blocked - and you can be sure your opponent
will be taking advantage of your temporary vulnerability!
Combatants hit hard enough will stagger from the blow.
Like recoil, a staggered opponent is briefly vulnerable
to attacks.
Hand-to-hand combat is improved as well. As with melee
combat, there are "normal" attacks - left
& right punches - as well as power attacks. One
big difference is that hand-to-hand hits will damage
health as well as fatigue. In Morrowind, only the opponent's
fatigue was damaged until the opponent was unconscious,
after which the opponent's health was damaged by further
hand-to-hand hits. The base amount of health and fatigue
damage done is based on the attacker's hand-to-hand
skill and luck, and as with weapon attacks, that amount
is further adjusted based on the defender's stats.
While I'm not going to get too much into magic, I will
mention this: you can cast spells at any time. You no
longer need to "switch" to magic. If you only
have one free hand, you'll cast with the empty one.
If both hands are holding something, you'll cast with
your weapon hand. There's no more "ready magic"
button, just a "cast" button. This makes for
some very exciting combat, since you can alternate weapon
attacks and spell casting on the fly.
OK, so the player character has a lot of meaningful
combat options available, accessed with a simple control
scheme that's very similar to Morrowind's. Stats are
every bit as crucial as in previous Elder Scrolls games.
But what about NPC's? How has their combat behavior
been enhanced?
First of all, NPC's can do everything the player can
do. They can move around, block, use normal and power
attacks, mix things up with weapon or hand-to-hand combat,
or magic, etc. So can creatures. And it's all customizable
using a new feature called a Combat Style.
Combat Styles are collections of settings related to
combat behavior. They dictate things like how often
a combatant will move around, how often and under what
circumstances they'll attack or block, how often they'll
use power attacks and how they choose which ones to
use, and even things like how likely a combatant is
to attack when their opponent is recoiling, staggering,
or knocked unconscious. Combat Styles are created in
the TES CS and can be assigned to creatures or NPCs
either in the editor or via a script function. So, you
can swap combat behavior in and out on the fly. It's
a very powerful, very flexible system. The Combat AI
system makes use of these Combat Styles, along with
AI traits set for each NPC or creature such as aggression,
confidence, to make most of the decisions during combat.
Other behaviors implemented include intelligent use
of buffs (such as fortification potions or spells, summoned
creatures, or bound weapons,) restoration, and even
counter effect magic. Archers can be set up to maneuver
from gap to gap along the top of a castle wall, in order
to maintain a visual on their target. And a lot of time
has been spent working on path finding and object avoidance.
The Combat AI uses our own Radiant AI technology to
handle pursuit and fleeing, and even the acquisition
of nearby weapons if a combatant is unarmed, among other
things. Spectators will clear space for combat they're
uninvolved with. NPCs will leave interiors in order
to summon guards if a crime is committed, and can flee
or pursue through load doors, as well. No more running
into a tavern to escape the guards - they'll follow
you right in.
And finally, combat need not be lethal. Any combatant
- including the player -- can yield to their opponent.
It's up to the opponent to accept the yield or not,
but if they do accept, combat ends. It's a way to get
out of those sticky situations where you find yourself
in over your head. Just don't try it with a creature
or with anyone who really, really hates you! And if
an NPC yields to you, you make the call - walk away,
or keep fighting.
So that's my "summary" of combat in Oblivion.
There's a lot more, but I hope this gives you an idea
of what's in store. We're having a lot of fun with it,
and I hope you do too. See you on the forums!
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