Weapon talk [split from Suggestions for W&P]
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- Piscator
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Nice thinking. It should be possible without additional programming to turn a weapon into a portable container. On a related note, this would also be a nice starting point to develop poisoned weapons (which would have about the lowest priority right now, so that's just brainstorming).
Pretty in pink.
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Snake_byte
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I wanted to suggested that but didn't want to as it would have been something like my 4th time...
Because of the fuel implementation, Poisons could work much the same with weapons. A small container on the weapon you put the poison in. An amount in grams is used per hit causing certain, extra, undesirable effects. I was also thinking more along the line of revising the poison idea... Instead of it affecting health (as that's already happening when you hit), have it affect tiredness.
Because of the fuel implementation, Poisons could work much the same with weapons. A small container on the weapon you put the poison in. An amount in grams is used per hit causing certain, extra, undesirable effects. I was also thinking more along the line of revising the poison idea... Instead of it affecting health (as that's already happening when you hit), have it affect tiredness.
- Piscator
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- BZR
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If we were to implement 'friendly' status, which char would be able to grant another char, we could advantage certain weapons with "surprise atack" value.
I have proposed it few years ago, but it wasn't welcomed.
'friendly' status - person who you behave friendly to would see it on you description page, he would be able to easily drag you and whatever you want.
Axe would have little or none "surprise value", but dagger...
I have proposed it few years ago, but it wasn't welcomed.
'friendly' status - person who you behave friendly to would see it on you description page, he would be able to easily drag you and whatever you want.
Axe would have little or none "surprise value", but dagger...
- Piscator
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Could you explain a bit what you mean by "surprise attack"?
Increasing the chance to bypass the opponent protection aims probably in the same direction. Daggers do little damage and are pretty useless since you can't overcome the shield of your opponent most of the time. If they had a relevant chance to bypass the shield (let's say 50%) they'd gain a good bit of attractiveness and would also be more useful as an assassins weapon. After all, it doesn't make much sense to sneak in a weapon without a realistic chance to do damage with it.
Increasing the chance to bypass the opponent protection aims probably in the same direction. Daggers do little damage and are pretty useless since you can't overcome the shield of your opponent most of the time. If they had a relevant chance to bypass the shield (let's say 50%) they'd gain a good bit of attractiveness and would also be more useful as an assassins weapon. After all, it doesn't make much sense to sneak in a weapon without a realistic chance to do damage with it.
Pretty in pink.
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Snake_byte
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Piscator wrote: I don't want to rise false hopes though,
Well you did...
BZR wrote:
If we were to implement 'friendly' status, which char would be able to grant another char, we could advantage certain weapons with "surprise atack" value.
I have proposed it few years ago, but it wasn't welcomed.
'friendly' status - person who you behave friendly to would see it on you description page, he would be able to easily drag you and whatever you want.
Axe would have little or none "surprise value", but dagger...
Not quite sure what what you mean by "Friendly status" but I do think smaller, hidden weapons, should have of a 'surprise' chance to do 250% more damage... Even in the strongest dagger (steel-Atk:21) 21x2.5=52.5 Dmg. And then there's the persons protection taken in account and it is after all only a, chance.
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Snake_byte
- Posts: 2134
- Joined: Wed Apr 14, 2004 7:12 am
- Location: Quebec, Canada
-Less repair time on smaller weapons.
-Larger chance of missing with heavy or large weapons as they're a little more unwieldy. Less as skill progresses obviously (Battle Axes, Bastard Swords, Claymores, Long Swords, Spears, Halberds.)
-Add ammo to bows and crossbow. I think this would help decrease the use of the Crossbow, Composite Recurve bow, and Compound bow as their arrows often require metal. Another possibility is to add more metals to their construction to simulate the ammo used...
*Edit 1: Like atlatl dart and atlatl...
*Edit 2
-Simply raising the weaker weapon's attacks and lowering the higher's by 1 point might help (weaker being weapons doing 0-20 Dmg * Higher weapons doing 30-42; bringing the steel battle axe and crossbow down to 40.)
Edit 3
A new tool to go with the "Hollowed" weapons as containers. A small hand drill/auger to make the hollow hilt. Made of wood, steel, and with the use of various other tools. Maybe the whole thing can require this drill and a table vise but I don't think there is a table vise...
-Larger chance of missing with heavy or large weapons as they're a little more unwieldy. Less as skill progresses obviously (Battle Axes, Bastard Swords, Claymores, Long Swords, Spears, Halberds.)
-Add ammo to bows and crossbow. I think this would help decrease the use of the Crossbow, Composite Recurve bow, and Compound bow as their arrows often require metal. Another possibility is to add more metals to their construction to simulate the ammo used...
*Edit 1: Like atlatl dart and atlatl...
*Edit 2
-Simply raising the weaker weapon's attacks and lowering the higher's by 1 point might help (weaker being weapons doing 0-20 Dmg * Higher weapons doing 30-42; bringing the steel battle axe and crossbow down to 40.)
Edit 3
A new tool to go with the "Hollowed" weapons as containers. A small hand drill/auger to make the hollow hilt. Made of wood, steel, and with the use of various other tools. Maybe the whole thing can require this drill and a table vise but I don't think there is a table vise...
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