Fighting skills.

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Sir Gannon
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Fighting skills.

Post by Sir Gannon »

After some thought and thinking back to ...whenever time period this game was( alot of contraversy here :wink: ) When you found a knight or a farmer so on and so forth. Who had ANY type of weapon they are skilled mostly JUST IN THAT WEAPON. It would be vary rare to find anyone who could use a sword then suddenlly swith to a dagger and be able to use it as expertly as the sword. Same with weapons like a mace. You would'nt be able to become very well in the mace then suddenly swith to a war hammer. It just was'nt done! So my suggestion ( welcome to feedback :wink: ) is that whatever weapons you have. You can become skilled in each class. You have distance weapons pretty down pat. But it could still be put into sub categorys. Like bow, crossbow, and throwing stars. Could each be a skill. Same with swords,daggers, and two handed swords. Each could become a skill. At that point I suppose shielding would have to become a skill to. To make them breakable would also do good for the economy. That way blacksmith's could repair them and such. Ok hit me with the criticism. Just dont make it TO hard :wink:
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Caranthir the great
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Post by Caranthir the great »

There should be a General figthing skills such as Parry, Concussion and Slashing, and then perhaps sub-classes for each of these (Swords, Daggers, Ect)
If you had good for instance 'Dagger' skill, and you would use some weapon of the same 'class' (in this case slashing), poor 'Swords' skill could be somewhat compensated by the good 'Main skill' allowing the person to battle somewhat succesfully with all the weapons of this class.
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Gro'bul
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Post by Gro'bul »

why not instead of the governing skill just make you attributes that you start out with govern what weapon you should use. as for armor needing repaired they should make all armor have a certain amount of hitpoints so that if you wear it too long without repairing it, it will break and you will need to buy a new one.
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Sir Gannon
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Post by Sir Gannon »

Well to me it wouldnt be right to govern which weapons you could or couldnt use. In real life theres not one way of being able to use a weapon or not using a weapon. Of course strength may effect that, like you would be strong enough to use a dagger but couldnt lift a war hammer. :lol: So that does make a little sense. But to me one of the main things that needs to be done first in this category is making weapon and armor and such breakable.
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Gro'bul
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Post by Gro'bul »

yes well with the dagger, its not very powerful so perhaps intelligence could play a role and such so you know where to stab, just saying because this would probobly be the logical weapon of choice for mages.
yes perhaps they can give the items the wear and tear stats like morrowind and such.
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Kragmar
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Post by Kragmar »

I like your idea about subcategories of skills Caranthir. It makes a lot of sense and would really require people to specialize a little bit more. Perhaps there could be bonuses for fighting with different weapons in different areas. For instance, if you are in a small cave, it might be hard to swing a battle axe because the walls are so close. Someone with a dagger would have a slight advantage over them.
Breakable weapons would be great, and I would love to see them imlemented but I don't think that they will give the items hitpoints like Morrowind (by the way I love that game.) A topic about breakable weapons came up a few months ago, and one of the GMs (I think it was Bror, himself) said that that would take up too much server space. It would require them to keep track of every individual weapon in the game. But he said that a system where there were different levels of a weapon and each level would have %chance of degrading to a lower level of weapon. For instance:

Master sword (really good parry, really good attack) .1% chance of break.
Good sword (good parry, good attack) 1% chance of break
average sword (average parry, average attack) 2% chance of break
bad sword (bad parry, bad attack) 5% chance of break
horrible sword (don't even bother attacking, just cut firewood) 5% break

A could buy a sword at whatever level they wanted to, and use it until it "broke" and degraded a level. If a person bought a master sword, they would have 1/1000 chance of it degrading into good sword every time they used it (when I say "break" in the example above, I don't really mean "break" just degrade.) Each level of sword would get progressively worse until the lowest level was pretty bad. I think repair was also discussed, but I don't remember anything particular about it.

I like the hitpoint idea for weapons better, but if that's too much of a strain for the server, then this system is OK with me. It really works just as well. By the way, they didn't use that particular example or numbers, so don't debating about that. I just made them up off the top of my head to help explain the idea. If anybody remembers where this thread is located or any particulars about what the GMs said, then please post it, because my memory isn't that great.
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Kringin
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Post by Kringin »

I would not mormally agree but I do. We really need to be able to use a 2 handed weapon without dying in 1-2 hits, i mean come on you can only kill weak creatures with it, and its crazy strong weapon too! This is just weird. This would help raise ones weapon defence so we can ACTUALY USE IT in a battle. 2 handed weapons should be easier to manuever because NO SHIELD. Unless its some heavy metal thing. 2 handed weapons have too weak of defence to even use against a medium difficulty creature such as a Yeti (ogre, or what ever you call it). Even for a skilled person who has high parry. Its just not right.
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