Weapon talk [split from Suggestions for W&P]
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Snake_byte
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I know that's it's been suggested before... Many times... Necromancer at work here...
However because of current and upcoming changes:
I was just wondering - With the fuel system coming into place, and hopefully functioning, maybe we can implement ammo for certain ranged weapons in the same manner... Adding a box to add the ammo to which then gets used. This might help curb the use of crossbows and improve the use of smaller weapons as there could be different kinds of ammo used for different damages, just as different fuels are consumed differently...
This would for for the crossbow (and other bows), dart gun, and sling. All other ranged weapons should be recoverable...
However because of current and upcoming changes:
I was just wondering - With the fuel system coming into place, and hopefully functioning, maybe we can implement ammo for certain ranged weapons in the same manner... Adding a box to add the ammo to which then gets used. This might help curb the use of crossbows and improve the use of smaller weapons as there could be different kinds of ammo used for different damages, just as different fuels are consumed differently...
This would for for the crossbow (and other bows), dart gun, and sling. All other ranged weapons should be recoverable...
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http://forum.cantr.org/viewtopic.php?t=2946&start=0
The problem would be that we would have to compensate for disadvantaging ranged weapons and further increasing their damage potential is pretty much out of the question.
The problem would be that we would have to compensate for disadvantaging ranged weapons and further increasing their damage potential is pretty much out of the question.
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Snake_byte
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Snake_byte
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EchoMan wrote:I'm more interested in staying alive, so: Helmets, studded leather mail, iron ring mail, steel plate mail
Is armor being added? Would shield's effectiveness(es?) be lowered a little as adding armor to some of these shields will make you invincible?
I'm guessing the armor would need the chance of ineffectiveness like the shields, to simulate weak spots or exposed areas between armors.
All if of course...
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Snake_byte
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Snake_byte
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It can't be done without programming and all armours would have to be implemented all at once, since you would otherwise have to tweak weapon balance every time you implement a new type of armour. The current policy is to fix holes in the existing game, rather than implement new stuff with possible new holes, so I wouldn't expect armour anytime soon, if at all.
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Snake_byte
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See? You don't use the dagger because it's weaker and harder to make. I'd like to have additional variables to work with, like "chance to bypass shield" or "chance to hit". Those are the same for all weapons (as skill weighting used to be) and it could help bringing some variation to the game if they were not.
Since this develops into a topic of its own, I'll split the last few posts.
Since this develops into a topic of its own, I'll split the last few posts.
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Snake_byte
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I get it... This should actually be kind of fun.
Alright, the dagger... Make an add on project to hollow the hilt so to have a small portable container. It could hold bits of healing foods, apothecary mixtures or even maybe smaller pieces for a bigger, noticeable, weapon the doesn't require many tools or tools that are also hidden...
Sneaky sneaky...
*Edit: Holds maybe 1500g?
**Edited: This non/small tooled weapon would have to be one of the other medium weapons no one uses as the more difficult need bigger tools...
Alright, the dagger... Make an add on project to hollow the hilt so to have a small portable container. It could hold bits of healing foods, apothecary mixtures or even maybe smaller pieces for a bigger, noticeable, weapon the doesn't require many tools or tools that are also hidden...
Sneaky sneaky...
*Edit: Holds maybe 1500g?
**Edited: This non/small tooled weapon would have to be one of the other medium weapons no one uses as the more difficult need bigger tools...
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