But if you look at Morrowind's implementation as an example it'd probably boil down to being a 2H like the ones already in game but with a different animation. AFAIK there isn't the ability in the engine to restrict the damage of a melee weapon to only a certain portion of a weapon (correct me if I'm wrong there).
I don't think it makes sense to look at Morrowind's combat system as an example of how spears might be implemented in a system that operates quite differently
You also wouldn't need to restrict damage to certain points of a weapon. I mean, already weapons don't really "connect". They just have a certain range. If the target is within that range they get hit. The solution is to adjust damage based on that range. You can think of it as area-of-effect damage if you want. The point of impact (the range at which a weapon is most effective) would deal the greatest amount of damage, the area adjacent to that (the range at which a weapon is ineffective) would deal less damage, and no damage would be dealt outside of the damage area.
For a spear:
---------->>>
1111112220000
The numbers representing the differences in damage depending on an enemy's placement in relation to the spear.
Basically, the combat system of the engine as it is isn't built to accommodate such weapons without it being pretty much a 2H sword/axe/hammer with a different skin and animations.
Right, and that's a problem. But I thought we were talking about what we want, not what could be added without any additional accommodations being made.
Add to that that all the harder fights last a while so any enemy would have more than enough time to close in. You'd end up having to switch weapon fighting anything that isn't killable in a few hits.
The difference would be that a spear would be effective precisely at keeping enemies at bay. Implementing something like a knockback effect where proper usage of a spear prevents enemies from closing that distance. Also implementing something like the bow bash where you'd strike an enemy with the back end of the spear so as to stun them and gain a better tactical position.
The flip side is that there should be opportunities that one wielding short-range weapons could exploit to breach a spear-wielding enemy's effective range.
I'm not against these weapons, I just don't think the means is present to implement them properly.
It'd be better to have the dev's focus on other things than adding in weapons that wouldn't work well without drastically changing the game post-launch.
I'd still rather see them even if it meant no changes. I mean, I can still fire arrows at someone at point blank range even though they'd be just as likely to be closer than the end of my arrow. There's no penalty or bonus that I'm aware of for long blades versus short blades in relation to enemy proximity (other than actual range limitations). I don't see any reason to not implement a new weapon type because the gameplay doesn't allow for an accurate representation when it
already doesn't accurately represent all of the current weapons.