Weapon specialization

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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AoM
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Postby AoM » Mon Nov 07, 2005 8:03 pm

wulf, that munchkining is already a possibility. The skill system is already up, and not everyone is powering up like mad in order to be the best...
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Postby wichita » Mon Nov 07, 2005 11:51 pm

I agree with this completely. The weapons are quite varied and the flavor added through specialization will not only prevent "clone armies" but will add another layer of realism to combat. And some of you really need to stop the bitching because not every character is an expert in combat. Deal with it and accept the Farming and Cooking as proud and noble professions too.

As far as being a server drain, it won't be. Each weapon will have a specific skill assigned to it just like now, the computational load will not change. If this is wrong, ProgD please correct my mistake.

I also agree that we do not need another reset to current characters. Unless it is prohibitively complicated to set the new skill value = current combat skill, then curent fighting abilities should just be used and newpsawns can be determined randomly.

And if there is any munchkin (R) going on, it is simply the result of piss-poor roleplaying. All of you playing non-hunters out there wacking animals everyday and dropping all of the resources on the ground just because you want to boost every skill category involving a friggin' weapon need to knock it off! You're just making a mess and mucking up the animal population dynamics for the characters that need them!! :evil:
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Savanik
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Postby Savanik » Mon Nov 07, 2005 11:59 pm

Side note. It would be nice if things that are primarily used in peace-time applications (dung-forks, picks, etc.) that can be used as weapons were raised slightly in weapon skill while you were using them for their mundane tasks. And I mean SLIGHTLY. It shouldn't be anywhere near as good as actually fighting with the things, but you'd think that the cook who's been chopping meat for 40 years might know a thing or two about how to use a cleaver. ;)

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Postby Pie » Tue Nov 08, 2005 12:07 am

alll AWESOM ideas.LETS GET TO ACEPTING!!!
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AoM
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Postby AoM » Tue Nov 08, 2005 7:23 am

I love having pie on my side.
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Postby wichita » Tue Nov 08, 2005 2:18 pm

Very good point, Savanik. Reminds me of Bill Cutter from Gangs of New York illustrating on a rack of pork the techniques of how to properly cut a man. Awesome scene! :)
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Postby Yoldash » Thu Nov 10, 2005 10:33 am

Lets acceeeept it .. 8)
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Postby AoM » Fri Nov 18, 2005 7:14 am

*bump*

Shameless attempt to keep this in the programmer's line of sight. Does that make me a bad person? Oh well.

It seems that many people liked this suggestion. Shall I make it into a poll? Will that help PrgD choose to implement it?
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Postby Frits » Wed Jan 03, 2007 3:14 am

Looking at the wiki's latest changes this is being implemented.
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Postby MrPenguin589 » Wed Jan 03, 2007 3:22 am

h4x0r 0MG n0 w4y!!!!!!11111one

Seriously, though?
Awesome.
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wichita
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Postby wichita » Wed Jan 03, 2007 3:28 am

Actually we didn't implement it this way, we did something different. The point of this idea was to have multiple combat skills.

Archery, Melee Combat, Swordsmanship, Polearms, etc.


The skill weights that we added simply determine how much each character attribute (combat/hunting or physical strength) affects the damage inflicted.
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Postby Frits » Wed Jan 03, 2007 4:00 am

I saw those numbers were all close to 50, between 30 and 70. I was wondering will there be a bit of change or will chars hardly notice the difference?
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Postby wichita » Wed Jan 03, 2007 12:30 pm

The numbers actually go between 30 and 90. I am not sure how the spread will appear numerically (and this opens the doors for a bit of in game experimentation for some bored war hawks or some of the increasingly rare in-game scientists that we have left), but I think we can safely say that this will pose a nice improvement for those expert fighter/weak strength and awkward fighter/extreme strength characters out there.
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SCUBA
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Postby SCUBA » Wed Jan 03, 2007 4:34 pm

What would be interesting to kbow is how much of the damage is from the weapon also. If you have a weapon that is 20 rated 20/80 and another that is 30 rated 80/20. Wouldent it still be better ti use the better (30) weapon even if it does not suit your skills/strength?
/SCUBA

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Postby Frits » Thu Jan 04, 2007 2:12 am

Probably, 10 damage is a lot of difference, I'm going to find out in the game.

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