Author Topic: Related to the daggers thread, but not really.  (Read 521 times)

zanzibar

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Related to the daggers thread, but not really.
« on: February 04, 2007, 07:48:35 am »
Basically, discussion has concluded that certain weapons should have advantage over other weapons depending on range.

The problem I see with this is that we'll end up with a system where a certain class of weapons is considered "best" and the other classes are ignored.

One way of avoiding this situation is to adopt a "rock paper scissors" model.  That is to say, if there are weapons A, B, and C, then A has advantage oevr B, B has advantage over C, and C has advantage over A.

Of course, Planeshift would utilize a more complicated version of this, but the general idea remains.


A real life application would be striking versus grappling versus kicking.  If you face a grappler, you want to kick him to keep your distance.  If you face a kicker, you want to get in his face and strike him.  If you face a striker, you want to grapple him to the ground and get him into a submission.
« Last Edit: February 04, 2007, 07:50:56 am by zanzibar »
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John80sk

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Re: Related to the daggers thread, but not really.
« Reply #1 on: February 04, 2007, 02:01:50 pm »
so sword beats dagger with range, axe beats sword with power, and dagger beats axe with speed? 

I mean, a sword user is nimble enough to kill a dagger user before he gets close.  However, it's hard to stop an axe in full swing with a sword, but easy to avoid it when you're carrying nothing but daggers.  Sorry, oversimplified as usual due to drunkamatiredness
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Zan

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Re: Related to the daggers thread, but not really.
« Reply #2 on: February 04, 2007, 03:24:00 pm »
The real problem is the complicated nature of such a system ... not only weapon type vs weapon type differences need to be considered but also weapon type vs armor type differences. This includes all combinations of weapon and armor type one can equip.

I would love to see a system that works with the "rock paper scissor" concept but it will be a challenge to figure out all the possible combinations and their effects on eachother, then balancing those so that there is no one overpowered or underpowered.
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Re: Related to the daggers thread, but not really.
« Reply #3 on: February 04, 2007, 03:59:55 pm »
It sounds interesting... it might make for some careful tactics during Guild wars (bring the axemen around here to ambush their swordsmen so our dagger-wielders can get through)


The problem is, as the system gets more complex, you're bound ot end up with things that don't make any sense, just so it's 'balanced'.

("Okay, polearm beats sword and axe and light armour, axe beats sword and mace and heavy armour, so... daggers beat polearm... and medium armour, yeah...")