Weapons & Other Suggestions...
Moderator: Gamemasters
Weapons & Other Suggestions...
Wow, its been a long time since I posted here.
Ok, so a few requests for new weapons:
Steel Pike
Steel Cutlass
Wooden Pole (Sorta of a newbie weapon, easy to handle, accurate, but low dmg)
Iron Lance
and also some other requests for weapon effects:
Bows- If you have green-yellow skill, then you should be able to shoot farther, and faster than you would with dark blue skill.
For the Steel Pike, it should be able to reach a target up to 3 squares away (Have you seen some pikes? you can poke somebody on the other side of the room... >:D)
For the Iron Lance, you could attack 2 squares away.
I also think that the throwing spear should be GRABABLE, after you throw it (unless it was like the roman spear, which can't be thrown after it was thrown)
Ok, so a few requests for new weapons:
Steel Pike
Steel Cutlass
Wooden Pole (Sorta of a newbie weapon, easy to handle, accurate, but low dmg)
Iron Lance
and also some other requests for weapon effects:
Bows- If you have green-yellow skill, then you should be able to shoot farther, and faster than you would with dark blue skill.
For the Steel Pike, it should be able to reach a target up to 3 squares away (Have you seen some pikes? you can poke somebody on the other side of the room... >:D)
For the Iron Lance, you could attack 2 squares away.
I also think that the throwing spear should be GRABABLE, after you throw it (unless it was like the roman spear, which can't be thrown after it was thrown)
Re: Weapons & Other Suggestions...
YESwolfsword wrote: Bows- If you have green-yellow skill, then you should be able to shoot farther, and faster than you would with dark blue skill.
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Harald Hradradr
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Would love to see Polearms. Halberds, Spears (not thrown ones, hunter spears for combat). But then again, would love to see the weapons already in gane a bit more balanced. One of my Chars is a dagger fighter he never will be able to beat swords, never ever. No matter how good he will become.
No wonder everyone runs around with swords and there is absolutely no diversity in weapon choice.
A dagger compared to a sword should be of course much weaker in a fight man against man, caused by the better range and the weight (more weight more penetrating power). I would'nt expect to have a chance with a dagger against a knight in full steel armor.
There should (is?) an advantage using daggers for butchering and hunting animals (of couse in reality hunting with a dagger is nonsens, because shy animals would flee early enough).
There should (is?) an advantage using daggers for butchering and hunting animals (of couse in reality hunting with a dagger is nonsens, because shy animals would flee early enough).
- Kaila Galathil Travinus
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I love these ideas and agree if possible to do with game mechanics. There are many weapons in game now that are not as effective as they could be therefore are rarely used, I would like to see these adjusted in stats (and don't have any idea how) to make them more effective and a good alternative for chars.Bows- If you have green-yellow skill, then you should be able to shoot farther, and faster than you would with dark blue skill.
For the Steel Pike, it should be able to reach a target up to 3 squares away (Have you seen some pikes? you can poke somebody on the other side of the room... >)
For the Iron Lance, you could attack 2 squares away.
I also think that the throwing spear should be GRABABLE, after you throw it (unless it was like the roman spear, which can't be thrown after it was thrown)
Possibly a dagger would be more effective with side/back hits, after all, someone with a dagger should be a little faster?
I like the idea of new weapons. i dislike the idea of messing with weapons that are already working, aside from distance possibly, but you'd need to check with a character thats geared toward archery and has very high skill to see how good the skills is.
What would be neat is some of those weapons in the Irundar smiths book. i'd love to see ice daggers and swords, metal battlestaffs, and a new kind of bolt for the crossbow. of course this requires someone with skills in making graphics and sadly thats not me.
What would be neat is some of those weapons in the Irundar smiths book. i'd love to see ice daggers and swords, metal battlestaffs, and a new kind of bolt for the crossbow. of course this requires someone with skills in making graphics and sadly thats not me.
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Harald Hradradr
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Harald Hradradr
- Posts: 240
- Joined: Thu Oct 11, 2007 7:15 pm
Tactics is fine, agility too.
Won't do much against anyone wielding heavier than leather. Those magical twin daggers...well.... yeah, with the 'puncture' skill he already has they are indeed dangerouse. But that is the magic behind the daggers, not the dagger itself. Any good magical sword will do better.
I am not asking for swords and daggers to become equal, but there should be some more useful daggers out there. That Malachin dagger seems to be fine but....erm.... extremly rare i guess since I have never ever seen one. The Problem really is that the damge a dagger does is so darn low, that a guy with decent con and wearing heavy armor will regain the lost hp before the next stab connects. Thats a bit ... well, ughm...
I am not asking for swords and daggers to become equal, but there should be some more useful daggers out there. That Malachin dagger seems to be fine but....erm.... extremly rare i guess since I have never ever seen one. The Problem really is that the damge a dagger does is so darn low, that a guy with decent con and wearing heavy armor will regain the lost hp before the next stab connects. Thats a bit ... well, ughm...
Unfortunately, we do not need more weapons in game. Perhaps balance the ones we have first. Over half of them are utterly useless. Bows shooting farther with a higher skill does make sense. I mean, the 5 square distance a bow can get to is like 20 odd feet in real life. Making a bow go a farther distance might actually make them worth while.
Regarding the above statements about weapons:
A battle staff may suck in one persons hands compared to other concussion weapons where as daggers may suck in comparison to other styles of weapons. Stat builds..mmhmm..
Regarding the above statements about weapons:
A battle staff may suck in one persons hands compared to other concussion weapons where as daggers may suck in comparison to other styles of weapons. Stat builds..mmhmm..
polearms and infantry weapons,
yes.
Every good distance weapons fighter needs two infantrists, against cavalery
.
(Not to mention the three closecombat fighters guarding each infanterist.)
We have no strategy IG, polearms are a premier part of tactics,
needing lightly armored, quickhanded fighters.
Polearm system would give additional posibilities beside playing a tankstyle warrior.
((Furthermore, weapons are supposed to be not the most difficult to be 3D animated objects;))
yes.
Every good distance weapons fighter needs two infantrists, against cavalery
(Not to mention the three closecombat fighters guarding each infanterist.)
We have no strategy IG, polearms are a premier part of tactics,
needing lightly armored, quickhanded fighters.
Polearm system would give additional posibilities beside playing a tankstyle warrior.
((Furthermore, weapons are supposed to be not the most difficult to be 3D animated objects;))
I wasnt' talking about the weapon compared to peoples stats, just the weapon itself, just for the record.Lrmy wrote:Regarding the above statements about weapons:
A battle staff may suck in one persons hands compared to other concussion weapons where as daggers may suck in comparison to other styles of weapons. Stat builds..mmhmm..
I have a character designed to use daggers and i haven't noticed a single problem with him at all. He strikes fast (faster then duel weilded serinjahs) and brings most things down without much of a problem.
I did notice that comparibly Rapiers are no where near as good as a pair of stronger daggers (Red Dagger, Magical Dagger etc). Though i think it would be nice to have a ranged puncture weapon like a lance or a none throwing spear, just to give the skill more weapons to use.
also poison weapons could use a bit more kick, if not in power then at least in the aspect of raising the skill which is nearly impossible as it seems now. Generally i assume they effect the hunger bar rather then the life bar, or is it the other way around?
- Mr. Cromwell
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I like that idea. Spears are quite underrepresented in the game, sadly (maybe due to the even sadder fact, the absence of cavalryAthian wrote: Though i think it would be nice to have a ranged puncture weapon like a lance or a none throwing spear, just to give the skill more weapons to use.
What I am thinking about would be a spear with the maximum efficiency when fighting with two hands (one hand free) and halved efficiency when fighting with a shield. Always two square reach.
Or alternatively, if we want to make it even more tactical weapon, three square reach, but it cannot target the squares immediately next to the character.
This would be more like a sarissa or something, though..
Like everything but the strenght part. Puncture i believe is the only melee weapon that doesn't rely on the strenght stat, making it in essence the only unqiue melee weapon.maryday wrote:-Longspear, up to 4 squaresbut no attack on 1square (huge STR effort, one of the highest of the DEX-oriented weapons; high parry/ dodge penalty);
-Huntingspear 2 tiles one or twohanded (both cases high STR effort);
-Shortspear 1tile high frequency
Besides stabbing is not a strenght issue, more an issue of where the blow it placed, no matter how long the weapon. Instead maybe for long weapons like these high perception keeps you more acurate over the tile distance, but doesn't effect your overall attack rate. meaning that someone with bad perception might never be effective with the weapon outside of a one tile range. But someone with excellent perception can fend off enemies with equal ability over 3 tiles of range.
can even make a magic spear that has a knock back effect like our all time favorite JUS QWAN spell.
((I write that STR stuff only because of my STR/ CON 3,
and my most accute despise for non-agility-weapons;
They drain so much endurance;
Just as a Spear of -only- 3 big steps length,
rammed with the handle half a step deep in the mud of the battlefield,
while a whole battalion heavymounted cavalry approaches in fullcharge;
Pleeese no knock-back effect on puncture weapons?!!))
and my most accute despise for non-agility-weapons;
They drain so much endurance;
Just as a Spear of -only- 3 big steps length,
rammed with the handle half a step deep in the mud of the battlefield,
while a whole battalion heavymounted cavalry approaches in fullcharge;
Pleeese no knock-back effect on puncture weapons?!!))
@Athian,
My point was that we have so many unused weapons in game. It almost seems useless to add more weapons in game. Also, your point in the puncture weapons is a valid one, there is one (non-magic) puncture weapon that is vastly better for any fighter than the others. Regarding poison, it is a skill that is very dangerous and with a high enough skill, your opponent has little to no chance against a high poisoning skill. Making what I believe the most deadly fighting skill easier to get seems a bit crude. Everyone would be dying in PvP fights(not duels) from poison.
My point was that we have so many unused weapons in game. It almost seems useless to add more weapons in game. Also, your point in the puncture weapons is a valid one, there is one (non-magic) puncture weapon that is vastly better for any fighter than the others. Regarding poison, it is a skill that is very dangerous and with a high enough skill, your opponent has little to no chance against a high poisoning skill. Making what I believe the most deadly fighting skill easier to get seems a bit crude. Everyone would be dying in PvP fights(not duels) from poison.
Then people will just have to start carrying antidotes. I don't see why the skill should be limited in it's effectiveness because it has the potential to be dangerous. It's a bit unfair considering that some of the effect weapons (magicals) can do tremendous damage every time the effect works and mind you without ever having to raise a skill for it. note i didn't say make it easy to get i aid 'easier' The skill only raises when you get the poison effect to work. you can thusly imagine that getting the skill to even about 25% is a miraclous act of pging.
the reason that alot of weapons aren't used IG is because most of the unused weapons are awful. Perhaps some time in the futures it might be a good idea to rebalance the least used weapons to give them some extra useability, and if not simply replace them with better looking (and more useful) weapons.
the reason that alot of weapons aren't used IG is because most of the unused weapons are awful. Perhaps some time in the futures it might be a good idea to rebalance the least used weapons to give them some extra useability, and if not simply replace them with better looking (and more useful) weapons.
- Taeryon Silverlight
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Yes, even then. Metal spikes on a whip won't give it any power through a metallic armor.Taeryon Silverlight wrote:Not when the whip has metal-spikes on itAthian wrote:A whip would be completely ineffective against an armored enemy though. especially heavy metallic armorsVern Kron wrote:I want a whip, can hit 2-3 squares away, but not one. One handed.... distance fighting.
yea but this is a fantasy gameLrmy wrote:Yes, even then. Metal spikes on a whip won't give it any power through a metallic armor.Taeryon Silverlight wrote:Not when the whip has metal-spikes on itAthian wrote: A whip would be completely ineffective against an armored enemy though. especially heavy metallic armors