Fast weapons

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Xanalsir
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Fast weapons

Postby Xanalsir » Wed May 07, 2008 4:09 am

I propose a modification to the current combat system; certain weapons, which deal less damage* than others, be given a new attribute, speed, whereby a character who is sufficiently skilled in fighting can attack more than once per day (probably two or three times a day), this way a skilled fighter with a light, fast weapon will be on level ground with an enemy who has a bigger, stronger weapon.

*I am assuming that your weapon factors into the damage dealt, and if it doesn't, it really should. The difference between cutting someone on the arm with a dagger and cutting them with a broadsword is the difference between a light cut that can be treated in the field and a severed limb that will probably kill the warrior.
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Dogonabun
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Postby Dogonabun » Wed May 07, 2008 4:23 am

I beleive that very heavy weapons hit less often than "fast" weapons like a dagger, which would simulate being slower.
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Leo Luncid
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Postby Leo Luncid » Wed May 07, 2008 5:20 am

What of crossbows and other ranged weapons that you supposed to rather keep your aim steady with?
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shapukas
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Postby shapukas » Wed May 07, 2008 9:42 am

Crosbows should also be slow attack weapon. Bows could have 2 tipes of attack. The normal one, it would mean that you aim your target, and tha fast one, when you dont aim (rapid fire). So, there woudnt be eany difference in bow damadge, but in fast attack , you would suffer acurasy. Lets say slow attack could be from 80%-100% of acurasy (depends also on skills) and the fast one could be from 10%-40% acurasy. But with fast one you coud strike 2 times a day.

It doesnt mean that we need that, but its just a thot.
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SekoETC
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Postby SekoETC » Wed May 07, 2008 9:44 am

Hit/miss frequency is the same for all weapons and all characters. It doesn't depend on anything. But damage depends on the weapon, the strength, fighting skill, tiredness and woundedness of the attacker and the fighting (blocking) skill, shield, tiredness and woundedness of the defender. Also heavy weapons rely more on strength than the fighting skill. If you have good strength and fighting skill, you'll be good with all weapons, if you are weak but a good aim then you'll do good damage with a crossbow, if you are strong but a crappy fighter, you'll do better with a battle axe or something like that, and if you're both weak and a poor fighter then you'll be screwed no matter what, so basically you'll just equip a weapon with the highest core damage you can get. I seriously doubt that there's going to be any implementation that would allow hitting more than once a day, ever.
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NaruShadow
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Postby NaruShadow » Wed May 07, 2008 1:39 pm

If some weapons had the ability to of attacking more often than others, then it would give the players wielding said weapons an unfair advantage, no matter what the weapon was.
Xanalsir
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Postby Xanalsir » Wed May 07, 2008 4:11 pm

I agree that it's unlikely to be implemented, but I do want to suggest it because I do think it would be good for the game if it was.

NaruShadow, please, explain how more hits would be more unbalanced than more damaged?
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Rossato
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Postby Rossato » Wed May 07, 2008 5:11 pm

Xanalsir wrote:I agree that it's unlikely to be implemented, but I do want to suggest it because I do think it would be good for the game if it was.

NaruShadow, please, explain how more hits would be more unbalanced than more damaged?


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Xanalsir
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Postby Xanalsir » Wed May 07, 2008 5:21 pm

I'm not suggesting that you get one hit every four hours instead of one hit every day. I'm suggesting you get two hits every day. In a row.
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SekoETC
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Postby SekoETC » Wed May 07, 2008 5:58 pm

Two hits in a row? Isn't that even worse? A more viable suggestion would be allowing to hit the same person several times if you use less than 100% strength, to a total of 100%. But that's a whole another topic.
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Xanalsir
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Postby Xanalsir » Wed May 07, 2008 6:41 pm

But what I'm suggesting is that the two hits in a row be half as powerful as one hit from a more powerful weapon. Allowing multiple hits up to a grand total of 100% would have similar effect, and would probably be easier to implement.
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Sekar
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Postby Sekar » Wed May 07, 2008 7:01 pm

I'm not sure I agree with the suggestion, but I do think that a lot of the weapons implemented serve no real purpose because they tend to be quickly made obsolete.
tiddy ogg
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Postby tiddy ogg » Wed May 07, 2008 7:15 pm

Um... what's the point of hitting someone 4 times at 25% rather than one at 100%? Except for RP in sparring, I guess, but that would fill up the events screen with junk of no interest to most players.
Rossato
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Postby Rossato » Thu May 08, 2008 2:22 am

tiddy ogg wrote:Um... what's the point of hitting someone 4 times at 25% rather than one at 100%? Except for RP in sparring, I guess, but that would fill up the events screen with junk of no interest to most players.


Yes, it has a point. If you can attack once a day and fails, you cause no damage at all. If you attack 4 times and fails 3, you will cause some. So let's say: I have a dagger, and I'm fighting someone with an axe. In RL, I can do more weak attacks in a time period, while he can make less attacks, but more powerful. So, he can block some attacks, but some will connect. And if he misses an axe blow, in RL he can lose balance and have a slow recover.

But if this be implemented, people will also need to get less tired when attacking with light weapons. I think it's a very good idea, that need only balancing in how many attacks, how much damage and tiredness, etc.
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fishfin
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Postby fishfin » Thu May 08, 2008 3:14 am

My 2 cents on this is that it is pointless. You can already fight, why make it more complicated when there are other things that could be done like making coins stackable?
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