Armour and weapons

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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griogal
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Armour and weapons

Postby griogal » Fri Jul 18, 2003 10:24 pm

With all your respect, but the current characteristics of available armour or weapons are neither realistic nor fair.

1. the only armour available are shields. What about body armour like mail or plate? It should require a considerable amount of iron/steel, but it would allow weapons described in point 2 and be a bit more realistic.

2. two-handed weapons, like a greatsword (claymore), bastard sword and great axes are still missing. Right now you can use a halberd and a shield together, which is practically impossible to do. A 2-handed should be incompatible with a shield.

3. defence: every weapon should have an intrinsic defence added to armour. This shouldn't be directly linked to the damage done. E.g. a dagger is a great parrying weapon but not as damaging as for example a greatsword and vice et versa. The more damage they do they clumsier thy are in defence.

4. a revisal of the properties of the different weapons should be advisable. I don't know if you have ever seen the weapons we're talking about in real life ( I for one have, and have read much about medieval warfare), but a sabre is in my humble opiniion NOT superior to a battle axe, a halberd or a sword (I mean the typical medieval broadsword, not the Roman Gladius or shortsword). If this happened true 2-handed weapons could be introduced as well as other types of armour.
swymir
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Postby swymir » Fri Jul 18, 2003 10:49 pm

I agree
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Báng
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Postby Báng » Fri Jul 18, 2003 10:55 pm

I never knew there was a sword called 'the bastard sword'. It sounds a bundle of laughs. But I do think that something like body armour, and not being able to use both things at a time should be implemented.
Meh
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Re: Armour and weapons

Postby Meh » Fri Jul 18, 2003 11:41 pm

griogal wrote:4. a revisal of the properties of the different weapons should be advisable. I don't know if you have ever seen the weapons we're talking about in real life ( I for one have, and have read much about medieval warfare), but a sabre is in my humble opiniion NOT superior to a battle axe, a halberd or a sword (I mean the typical medieval broadsword, not the Roman Gladius or shortsword). If this happened true 2-handed weapons could be introduced as well as other types of armour.


The sabre was deisgned to fit into the joints of plate mail and provie speed.

The crossbow was desgined to pentrate armor.

The sabre and the crossbow are effective on armored opponets just as other cool big weapons you suggest.

The weapons that you suggest are more effective on unarmored opponets.

I wonder if thier dislusions was for game balancing to that well armored and weopned people wouldn't just bully the poplance with little chance of being defeated.
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Re: Armour and weapons

Postby Meh » Fri Jul 18, 2003 11:53 pm

griogal wrote:1. the only armour available are shields. What about body armour like mail or plate? It should require a considerable amount of iron/steel, but it would allow weapons described in point 2 and be a bit more realistic.

2. two-handed weapons, like a greatsword (claymore), bastard sword and great axes are still missing. Right now you can use a halberd and a shield together, which is practically impossible to do. A 2-handed should be incompatible with a shield.

3. defence: every weapon should have an intrinsic defence added to armour. This shouldn't be directly linked to the damage done. E.g. a dagger is a great parrying weapon but not as damaging as for example a greatsword and vice et versa. The more damage they do they clumsier thy are in defence.


Kewl...

In addition I'd like to see automated actions for defenders that players can set. - conuterstirke

"If someone hits me for x amount of damage I will use the y weapon at z percent on them".

This will help balance things in favor of the defender as well while allowing more deadly weapons into the game.

To work in the "two handed and shields don't mix" thing. You wouldn't be able to choose to counterstrike with a two handed weapon if yoy had a shiled.

If players were prevented from using two handed weapons and shield, they would most liekly still carry shield and just set them down to fight offesivly and then pick it back up again.

Sheild breakage might be good two. We're only allowed one hit a day. If a great sword or other big nasty was used on a shield then it would break the shield rather than cuase damage. This again balances to the defender as it would give them a chance to run the next day. {Unless it was a coordinated attack}.
Meh
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Postby Meh » Sat Jul 19, 2003 12:19 am

And I know I'm digressing from your point but to allow deadiler weapons, defense has to be propped up a little. And since were not always online, it need to be automated.

So....

Four additional autohit actions...

1) If an "unknown" hits anyone for more than x damage, response by hitting the "unknown" with weapon y for precent x {or autodrag to specifc location}.

2) If a "known" hits anyone for more than x damage, response by hitting the "known" with weapon y for precent x {or autodrag to specifc location}.

3) If an "trustee" hits anyone for more than x damage, response by hitting the "trustee" with weapon y for precent x {or autodrag to specifc location}.

4) If a "trustee" hits anyone for more than x damage, response by the person that the "trustee" hit with weapon y for precent x unless the "trustee" hit a "unknown Y/N/D", "known Y/N/D", "trustee Y/N/D" {or autodrag "the one the trustee hit" to specifc location}. The Y/N/D abbreviation stands for "Y - yes hit", "N- no hit", "D - Drag".

An "unknown" is anyone who the chracter hasn't named yet "A man in his tweities" or with "unknown" in the name

A "known" is anyone who is not "unknown".

A "Trustee" is anyone who has "Trustee" in thier name. In genral like guards, emperors, friends.

This should get people to get to know everyone, set up a "violence phiposy" for thier town and character, prevent invasions by 7 people with crossbows from wiping out an enitre town easily.
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Alcatraz
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Automated Actions

Postby Alcatraz » Sun Jul 20, 2003 3:08 am

I strongly feel that automated responses should not be implemented. Obviously, this game flaunts the fact that you can't check constantly. As much as it often annoys me, I think that it should at least be consistent.

I am interested in the idea of more armor, as well as having "equipped" weapons. Poison might also be fun...

The weapon system should be completely redone, I think, to take this all into account. Another thing needing change is the whole nature of armor. Wouldn't it be great if you could walk into the middle of a battle holding an iron shield with one hand and eating a sandwhich with the other while everyone shot you with bows and you remained untouched?

Yes, that would be wonderful, but it certainly won't happen.

I'd be interested in hearing some of the opinions of people involved in the programming. They know more than us what is possible, and they often come up with wonderful solutions to these kinds of problems.
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Solfius
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Postby Solfius » Sun Jul 20, 2003 9:18 am

Here's some of my previous suggestions:

When you attack someone it happens there and then, but provokes a counter attack at half strength from the attacked.

Whether you are able to use your shield to block a blow would be worked out using the following simple calculation:

Your strength + (your strength - attackers strength) = % chance of blocking

then a random number is chosen between 1 and 100, and if it is less than the total %chance of blocking you block the blow (the amount blocked still uses the current system based on strength)

This means the lower your strength the harder it is to block, and against a weaker opponent it is easier to block.

Missile weapons do not provoke a counter attack, but should not be as damaging to compensate. Also they should be the only weapons usable while travelling as the target may not be close enough to attack with a melee weapon.


Also for consideration is a "stone-paper-scissors" approach where weapons are good against some weapons (and do more damage), but bad against others (and do less damage). For example, a sword is better against a dagger than a warhammer


and

perhaps shields could be weakened a little bit and armour introduced.

Armour would block no more than 15% damage and would stack with shield blocking ability, but unlike shield blocking ability would not change due to strength (or if introduced any random factor). This is balanced by the low blocking ability of the armour.

It could be added to the Tailor's jurisdiction and add to a character's description like normal clothing.

Also you could need an anvil to make the stuff, thus using an object that, as far as I'm aware, has no use
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griogal
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Postby griogal » Wed Jul 23, 2003 12:21 am

for those who don't know a bastard sword: it is also called a one and a half sword. It is slightly longer than a normal broadsword, with a hilt which can accommodate about one hand and a half. This way it can be used either onehanded (less damage but shield allowed) or twohanded ( more damage, no shield).
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Solfius
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Postby Solfius » Wed Jul 23, 2003 8:14 am

the problem with equipping items is there is plenty of time to alter what you are holding, it's pretty easy to equip a greatsword, and no shield, hit someone and unequip the greatsword and replace it with an iron shield again, so is it worth having to do it in the first place?
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Pirog
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Postby Pirog » Wed Jul 23, 2003 9:22 am

I think the problem lies more in the system for combat than in the actual weapons...

I also don't like the fact that there is no (as far as I know) variation in the amount of damage an attack makes.

I think it would be good if attacks could miss and that some hits could be critical.
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Solfius
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Postby Solfius » Wed Jul 23, 2003 3:00 pm

yes, variation in damage and actually hitting needs to be implemented. When skills are implemented there will likely be a combat skill that will affect hitting a target; that will be one of the first steps in improving the combat system I would expect
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DYip16
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Postby DYip16 » Wed Jul 23, 2003 3:43 pm

I guess turn-based combat causes a problem... The fact that 8 people with bear fists can't do any damage to one person, even though in real life they'd be able to take down the person at the very least, kinda bothered me...
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Solfius
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Postby Solfius » Wed Jul 23, 2003 3:54 pm

turn based vs. current system is a controversial issue, but I think the turn based one would be best: where fighting is a project, and you can hit at 1/8 of the current damage a turn (which amounts to the same amount of damage a day) automatcially each turn.
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Pirog
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Postby Pirog » Wed Jul 23, 2003 5:17 pm

With critical hits even a blow from an unarmed man could do a couple of damage points...thus a whole village could finally take care of a single bandit with a shield if the cooperate.

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