Weapons and armor...

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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Pirog
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Weapons and armor...

Postby Pirog » Wed Nov 19, 2003 7:35 pm

This has been brought up before, but then the focus has been on the combat system.
This is a thread for discussions about making weapons and amor more interesting, so the choice of weapons can be more diverse...

First of all I would like to see armor introduced.
Shields should provide a chance of blocking the attack without recieving any damage, but if missed it would not lower the damage at all.
Armor would replace the shields current ability.

It would also be interesting if attacks could hit different body parts, and that the armor can be designed to cover only parts of the body.
Covering your body with plate mail would not only be very expensive, it would also take up a large amount of the weight you can carry.
(Thus making heavily armored guards more of a profession, since they would have a hard time gathering resources while wearing the armor.)

If energy is implemented in the game attacks should cost energy, making it physically impossible to fight a whole village at the same time.
(and thus avoiding the one man massacres.)

Regarding the weapons they should have different abilities.

Crush weapons like billy clubs, war hammers, maces and so on could have small chance of knocking the opponent out without killing them.
It could also be more effective against iron and steel armor, and less effective against softer armors like leather etc.

Two handed weapons, like halberds and spears, should make more damage but since it requires both hands there is no room for holding a shield.

Small weapons like daggers could have a chance to bypass the armor, since they are easier to handle.

Missile weapons should cost less or no energy to use (requires energy to be implemented), but the arrows should be limited.
There could also be different kinds of arrows: cheap wooden tips, iron tips making more damage (but more expensive) and even fire arrows if the ability to set building on fire is implemented.

Well...that should be enough to initiate a nice discussion :)
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Solfius
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Postby Solfius » Wed Nov 19, 2003 7:46 pm

well, it won't initate a discussion if we agree, which I do
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Pirog
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Postby Pirog » Wed Nov 19, 2003 7:50 pm

:lol:

I think Ephirolls idea about random damage should be baked in also.
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Solfius
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Postby Solfius » Wed Nov 19, 2003 7:52 pm

oh definately, and that can be enhanced by skills
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Postby Meh » Wed Nov 19, 2003 11:13 pm

Solfius wrote:well, it won't initate a discussion if we agree, which I do


Pirog said it? Then I disagree. But only the third usuage of the word "since". ... :D :D :D just kidding

really the only thing I would add is

armor replacing what how sheilds work today {guaranteed level of protection} - that is fine at first but later assassination should be possible even past the best armor

armor in general - as time goes on... sight restrictions ... the energy thing would lead to travel fatigue ...

non-missle weapons - very irriating to get hit by someone who is an hour behind you on a trail...

two-handed monster weapons ... before those come in I'd like to see more with dodging. The more you have on you the harder it is too dodge. A two-handed weapon while deadly should be easily dodgeable by someone who has nothing.

In fact dodgeing may be a place to start. If you are shieldless and are carrying very little shouldn't you be able to dodge very well? Would encourage usage of buildings for storage and containters for well containers. Keeps the innocent alive longer.

Half-kidding - should 15 kilograms of raw stone count as a parital shield?
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Postby kroner » Wed Nov 19, 2003 11:42 pm

I think it would hurt just as much to get stabbed in the face regaurdless of the load on your back, but nevermind.

Dodging is an interesting idea. It wouldd be automatic, right? So in other words, you would be introducing a chance of missing affected by the weapon and the load of the one being attacked. This would change combat a lot, not necassarily in a bad way. Maybe there would also be a higher chance of missing someone on the road with a long range weapon based on how far away they are. All this would fit well with random variable damage.
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Pirog
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Postby Pirog » Thu Nov 20, 2003 12:12 am

Goodwin>

Perhaps in the random damage chance you should have the ability of getting a critical hit, bypassing all armor?

Poisoned weapons would also be interesing from a assassin perspective :)

Dodging sounds like a good idea, even without a shield a person should have a small chance of avoiding a blow.
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Postby thingnumber2 » Thu Nov 20, 2003 6:09 am

It should be a pretty large chance if you are young with nothin in your inventory, and someone attacks you with something like a warhammer or mace...
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Postby west » Thu Nov 20, 2003 6:41 am

Yeah.

I don't like how there's all sorts of cool weapons but the only difference they make is the % damage they do.

i'd like to see more nefarious ways of killing people...poison and so forth.

nice sig, TN2. old school audioA.
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oddedd
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Poison

Postby oddedd » Thu Nov 20, 2003 4:38 pm

Poison, hmmm good one, I am assuming it will be like a status effect and you could loose a certain amount of health a day, eating certain types of healing food or receiving certain types of treatment would heal you from it, and only knowing what cures what through experiance would introduce healers :lol:
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Postby new.vogue.nightmare » Thu Nov 20, 2003 7:41 pm

Well, until someone decides to make one of their chars know what all their others do, anyway. >_<
Sicofonte wrote:SLURP, SLURP, SLURP...


<Kimidori> esperanto is sooooo sexy^^^^
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kroner
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Postby kroner » Fri Nov 21, 2003 12:16 am

but even with cr breaches, you still wouldn't necessarily know what the poison was, so even a trained healer would have to do some experimenting unless they pieced together just what happened.
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Pirog
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Postby Pirog » Mon Nov 24, 2003 12:59 am

Please don't stray to far from tje subject :)

I came to think of something during the discussion about the grid system.
Some want to have it like with the ships, that you navigate around the map. That would really open up the game for more meaninful missile weapons.
While sabres and the likes is great for cutting down people you are near the different types of missile weapons could have an area around the character where you could attack people from far off.
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Postby new.vogue.nightmare » Mon Nov 24, 2003 1:53 am

I think the war hammer should be given more power. Have you ever seen one? One good thwack with one of those sumbishes could destroy someone ^___^
Sicofonte wrote:SLURP, SLURP, SLURP...




<Kimidori> esperanto is sooooo sexy^^^^
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Pirog
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Postby Pirog » Mon Nov 24, 2003 10:01 am

Come on, please keep it serious here.
This may turn out to be a long topic in the end, and people who want to read it thru will be irritated.

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