Dual-Wielding! (Transferred from '3 - 5 attacks per day')

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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N-Aldwitch
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Dual-Wielding! (Transferred from '3 - 5 attacks per day')

Postby N-Aldwitch » Mon Dec 18, 2006 11:27 pm

Ooh I just had the best idea, it's an update from my original combat enhancement idea.

Dual-wielding!

Let's just say everyone is right handed in Cantr. (change later)

You put your sword in one hand and your petty short sword in the other.

The right hand does 100% damage, and the left hand does 50% damage. The amount of tiredness when attacking people is doubled.
Nakranoth's "evil" character says:
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."


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mikejacobs14
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Postby mikejacobs14 » Tue Dec 19, 2006 3:50 am

hmm interesting
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T-shirt
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Postby T-shirt » Tue Dec 19, 2006 9:11 am

Not a good plan.
- Attacking with two weapons is the same as attacking twice with a weapon. If multiple attacks are allowed (I hope the will not) the second and later attacks should do less damage, because tiredness is already gained from the previous attack.

Parts in the suggestion that are good:
- different amounts of damage per weapon - already been implemented
- different amounts of fatigue loss per weapon - a weapon damage based on the strength of the user should tire more as a weapon damage based on speed or sharpness. A dagger or sling will cause less fatigue as a two handed battle axe or bone club.
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N-Aldwitch
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Postby N-Aldwitch » Tue Dec 19, 2006 10:26 am

I don't think you read it right.


The right handed weapon does normal damage as what it would usually do if you were holding it normal by itself.

The left handed weapon does half damage for obvious reasons. (less focus on the weapon, less co-ordination, heavy, etcetera)

You lose double the amount of tiredness plus an extra 25%.



It's barely the same as two attacks- you'd be better off waiting two days to strike with one weapon than doing the above suggestion. This is why my suggestion is good for assasinations, BECAUSE, it does decent damage with a LOT of after-cost/reprocussions.
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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Chris Johnson
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Postby Chris Johnson » Tue Dec 19, 2006 10:32 am

Well I think its a great idea :roll: only because it means that any idiot who tries to attack like that is going to be at 60% tiredness and have no shield (as they have no spare hands to use one) - an easy target for a couple of good fighters .
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N-Aldwitch
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Postby N-Aldwitch » Tue Dec 19, 2006 10:56 am

Because in all the movies, the assasinator is always like a Matyr. He won't make it out alive. So two of these assasinators won't make it out alive, you'll need co-operation to do it (one person won't do it successfully) but they'll certainly be stopped, and it prevents the random newspawn picking up a crossbow and killing the leader if my other suggestion was implemented.
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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T-shirt
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Postby T-shirt » Tue Dec 19, 2006 11:06 am

In Cantr, you can't equip or unequip weapons or shields. Cantrians do not even necessarily have two arms. Or an on hand and an off hand.
Attacking with two weapons simultaneously is identical to allowing multiple attacks.
The penalty might be different, but that's because use of an off hand is taken into account.

If two weapon attacks is considered, how will shield use be regulated? Will a person lose shield protection when he has more then one weapon in his inventory? Or will he lose shield protection for a day after making a two weapon attack?

I think it's a complicated solution of making more weapons in the game deal more damage then they already do.

Why should we consider attacking twice with different hands separately from attacking twice with the same hand?
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SekoETC
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Postby SekoETC » Tue Dec 19, 2006 11:12 am

Many people rp carrying the shield in their back.
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Sicofonte
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Postby Sicofonte » Tue Dec 19, 2006 11:23 am

Don't move too fast.
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T-shirt
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Postby T-shirt » Tue Dec 19, 2006 12:08 pm

SekoETC wrote:Many people rp carrying the shield in their back.

That could be possible, but they can't roleplay not to use it to defend themselves when being attacked.
Time flies like an arrow, fruit flies like a banana. - G. Marx
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N-Aldwitch
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Postby N-Aldwitch » Tue Dec 19, 2006 12:30 pm

Hmm you raise some good points T-Shirt, enough to make me think this suggestion for improved combat isn't worth it either.

Any solutions to the dilemmas he proposes?
Nakranoth's "evil" character says:

"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."





http://www.sylorn.com - Free MMORPG in development.. need help.
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formerly known as hf
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Postby formerly known as hf » Tue Dec 19, 2006 1:27 pm

I thought Cantrians had 30 arms?
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Leo Luncid
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Postby Leo Luncid » Tue Dec 19, 2006 1:56 pm

Well, I guess there could be a new equipment interface, but unless this whole "does my character have two arms/30 arms/unlimited arms" thing is taken care of, it won't be able to work.
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Sho
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Postby Sho » Tue Dec 19, 2006 4:48 pm

If an equipment interface is introduced, everything in it becomes canon, and Cantrians have two arms (or 17, if ProgD so chooses). Problem solved.
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Nakranoth
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Postby Nakranoth » Tue Dec 19, 2006 10:09 pm

And then we can do fun things like: switching a weapon forces a delay on attacks, but dropping your weapon (and not being able to pick it back up for an hour) and drawing a new one doesn't [for ranged to melee only (means we'd need a ranged tag for weapons, also gives pole-arms a use)] This way crossbow man shoots someone, then if he Needs extra damage, he can drop his crossbow and draw his sword for a second swing, but runs the risk of having his crossbow stolen. Just a thought though, may be complex/imbalancing to impliment.
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