Antescript
: This might get a bit long, but I'd really like to hear others' opinion about this idea.
: This might get a bit long, but I'd really like to hear others' opinion about this idea.The idea is simple:
There were different moves, in some you kicked the gun out of the hand, in some you packed the weapon and holded it down, in others you just hurted the arm(s) so they couldn't shoot you for a short time. However, the gun never flew across the air or something -- it stayed in the disarmed RSI's arms until it just magically disappeared. So those moves were actually never disarming the opponent, they just physically hindered him/her from shooting at you (the one way or the other) while you were kicking his butt and throwing him on the floor.
The same was with the Disarming Shot (not sure if it's also unusable in Interlock in CR 2.0), you shot your opponent into his hand and not in his weapon, which maybe stunned his arm for a while and made him unable to use the gun for a short time.
It really always seemed like a convention that the disarmed one couldn't use his gun for several rounds. The way it looked, the effect might very well have just lasted for this particular one.
Concordingly, the old disarming moves could just replace the standard melee attacks from time to time when fighting against an armed opponent without affecting the CR 2.0 principles in any way. The gun wouldn't vanish off the the face of the earth and stay in the "disarmed" opponent's arms but stay there, so he could fully use his gun again in the next round in case he hits.
That wouldn't only bring back great animations that were just deleted from the game, but also add more variety and realism to melee vs. armed interlock -- realism because it's just natural that if you fight against a weaponed opponent you don't just kick and throw him but also try to hinder him from firing his gun.
The only question left would be how high the frequency should be. Because there is only one such animation for one melee style and one weapon type, too often would backfire and make the fight too monotonous.
I guess maybe a bit lower than 50% would be appropriate, maybe 30% or so. A relatively high frequency would also significantly increase the visual difference between melee-melee and melee-armed, so you really get to see that you're fighting against a weaponed opponent and adapt to that. I really don't see anything that would speak against such an improvement.
What does everyone think?