Board Thread:General Mod Discussion/@comment-27279572-20160104161148/@comment-27723099-20160106162520

Recneps wrote:

Sinthoniel wrote: I'm not saying it is hard to code. I simply can't imagine how dodging could look in Minecraft. An idea I had for this:

The combat cooldown for each thing is really split into two cooldowns, swinging and drawing back. When you click, it would initiate the swinging phase and begin the striking animation. AFTER the swinging phase, it would deal damage if there was something there. If not, then it would have the drawing back cooldown time multiplied by a number somewhere from 1 to 1.5, depending on the weapon type, to represent overswinging. During the draw back time, if you clicked again, your cooldown would be restored to the full drawback time. That is exactly how I made attacks in a smaller game project of me, except for the missing penalty, which is a good idea! But I don't see the reason for the penalty for clicking a second time.

Also, from my real fighting experience I know many fighting techniques that reuse the swing of a missed attack to directly attack again. Only if you hit the enemy (or the attack is blocked), you loose the balance of your weapon and have to start over. This technique is especially important for freely swinging weapons (morning star, flail etc.) where swinging takes a long time.