Weapon talk [split from Suggestions for W&P]

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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Snake_byte
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Postby Snake_byte » Tue Dec 01, 2009 2:52 pm

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...
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Postby Piscator » Tue Dec 01, 2009 3:07 pm

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.
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Snake_byte
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Postby Snake_byte » Tue Dec 01, 2009 3:19 pm

That does sound like a lot of work...
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Snake_byte
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Postby Snake_byte » Sat Dec 05, 2009 5:39 am

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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Dudel
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Postby Dudel » Sat Dec 05, 2009 6:13 am

That'll make clothes otherwise worthless and the game will turn into something it isn't.
Snake_byte
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Postby Snake_byte » Sat Dec 05, 2009 6:21 am

Then why not add a tiny bit of protection to clothing? Leather is pretty tough...
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Dudel
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Postby Dudel » Sat Dec 05, 2009 6:23 am

I've only fully been on this forum for a year... I've seen it suggested twice. :lol:


..........three if you count that one. XD
Snake_byte
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Postby Snake_byte » Sat Dec 05, 2009 6:42 am

It's pretty simple, I figured. Just, kinda didn't want to try too hard to find the quotes... :?
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Postby Piscator » Sat Dec 05, 2009 9:58 am

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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Dudel
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Postby Dudel » Sat Dec 05, 2009 6:06 pm

WOOT! I LOVE THAT POLICY!
Snake_byte
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Postby Snake_byte » Sun Dec 06, 2009 3:54 am

Alright. I get it.
So what does the staff want these "fixed holes" and "tweaks" to reflect exactly? Lessened weapon/protection forces? Increased production costs?
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Postby Piscator » Sun Dec 06, 2009 12:47 pm

No, those values are okay. One important point in my opinion would be to make the weapons we have equally attractive. Not equally powerful, but people should have a motivation to build for example a dagger.
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BZR
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Postby BZR » Sun Dec 06, 2009 1:35 pm

Dagger is not visible, anb belive me, it can be an advantage, especially, if combined with a buckler. My 28 old charrie is considered a weak newspawn who owns nothing but a crowbar;) Instead of dagger, I use a steel bagh-nakh, though.
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Postby Piscator » Sun Dec 06, 2009 3:29 pm

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.
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Snake_byte
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Postby Snake_byte » Sun Dec 06, 2009 3:57 pm

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...
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