Author Topic: Weapon Stats  (Read 6655 times)

Zorium

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Weapon Stats
« on: November 16, 2004, 05:30:06 am »
In most games weapons have stats like strength, speed, accuracy etc...
to me these stats seem completely pointless.  Those of you who have played a sport which requires a bat/stick/club or something similiar will know that everyone has differnet tastes on the equipment they use although some of this equipment is generically better than others.

What I propose is that weapons have two stats and the effectiveness of the weapon is derived from the players stats combined with the weapon stats.  The two stats are as follows:

Mass: Self explanitary really, how much mass the weapon has.

Centre of gravity: Again self explanitary.

Working out the weapons effectiveness from these two stats makes weapons more individual so instead of having a generic \"uber weapon o\' doom?\" everybody would have their own \"best\" weapon.  Also this could stop dwarves wielding two metre long claymores which just looks stupid.

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Japeth ArTur

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more than two stats needed
« Reply #1 on: November 16, 2004, 05:46:34 am »
sorry but you need more than two stats for each individual weapon the ones you left out would include:

how sharp the weapon is
how durable the weapon is
how much edge it has (if any)
there are others but I think thats enough to make my point
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Zorium

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« Reply #2 on: November 16, 2004, 05:50:55 am »
Quote
sorry but you need more than two stats for each individual weapon the ones you left out would include:

how sharp the weapon is
how durable the weapon is
how much edge it has (if any)
there are others but I think thats enough to make my point


Hmmm, you have a point but these either come into play after the weapon was produced or do not effect how the weapon functions (until it breaks that is :P).

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Diamondcite

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« Reply #3 on: November 16, 2004, 06:56:16 am »
Neither of the proposed weapons sound very \'flexible\', maybe there will be a new skill known as blade archery, which uses swords as bows.
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Zorium

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« Reply #4 on: November 16, 2004, 08:26:54 am »
Well I wasn\'t thinking in terms of ranged weapons, of course there are problems that need to be adressed in regards to that area of weaponry but I havn\'t had time to think about them yet (wait a few days and I might have a post for you).

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Olig

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« Reply #5 on: November 16, 2004, 01:02:19 pm »
I personally think that weapons should have any stats at all. You see how good a sword is by taking it outside and using it. If your character can handle the weapon well, then the sword has a clever center of gravity and weight that your character can handle. Damage is obvious, besides, if you get stabbed in the heart with ANY sword, you are going to die.

etc etc, im not going to go any further with this.
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Moogie

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« Reply #6 on: November 16, 2004, 03:10:55 pm »
This comes down to the \"realism vs gameplay\" argument to me. And I always stick with the \"gameplay\" side myself.

If there\'s going to be hundreds of different weapons in a game, it is pointless to say \"stab it with any sword and it\'ll die\". Where\'s the fun in that? What could possibly drive you to go adventuring for a different sword if your current rusty piece of spiked metal can already take anything down?

Merdarion

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« Reply #7 on: November 16, 2004, 06:37:45 pm »
Quote
Originally posted by Moogie
This comes down to the \"realism vs gameplay\" argument to me. And I always stick with the \"gameplay\" side myself.

If there\'s going to be hundreds of different weapons in a game, it is pointless to say \"stab it with any sword and it\'ll die\". Where\'s the fun in that? What could possibly drive you to go adventuring for a different sword if your current rusty piece of spiked metal can already take anything down?


I can\'t agree more.
We are playing a fantasy-Roleplaying-game. Maybe that should be implemented in a sports game. But RPGs aren\'t there for being Realistic. If the gameplay lacks of fun, the whole realism is for nothing.
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Olig

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« Reply #8 on: November 16, 2004, 06:53:29 pm »
Quote
Originally posted by Moogie
This comes down to the \"realism vs gameplay\" argument to me. And I always stick with the \"gameplay\" side myself.

If there\'s going to be hundreds of different weapons in a game, it is pointless to say \"stab it with any sword and it\'ll die\". Where\'s the fun in that? What could possibly drive you to go adventuring for a different sword if your current rusty piece of spiked metal can already take anything down?


Sure, your rusty piece of metal can kill a HUMAN easily, but its going to be almost useless against a 10 foot tall monster with scales for skin. Thats when you need the sharper swords/axes/arrows. Obviously, if your weapon just came off the sharpening stone, it will do more damage.

I, for one, am for realism and gameplay. Once again, I am warning against the numbers used for stats. They ruin role play and realism once you spot numbers popping over enemies heads or have people trading like this; \"Selling sword! DMG 130-160. PM me for offer.\" This is not what I want to hear from town squares.  \"Swords for sale! Fine dwarven swords for sale made from the finest steels in the land!\"-sounds much better.
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Merdarion

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« Reply #9 on: November 16, 2004, 07:12:15 pm »
Hm, *think hard*. Maybe there should be a compromise. *think even hader* Some more realistic figures, but not such killing at once experiences (Don\'t like the idea of playing hours after hours growing to a good leveled char -> then a n00b tips at my shoulder and rams his rusty dagger in my heart and killing me, then saying something like \"Har-Har I\'m the best\", just to be killed by an n00bisher n00b.
I want to be a flame, to crumble to ash, but never ever burnt.

I want to rise higher, rise up to the heavens, but sink, just sink down deeper and deeper into nothing,

I want to be an angel, a chosen, a devil, but I am just a creature that ever wants what it wont get.


Myrtl

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« Reply #10 on: November 16, 2004, 09:13:37 pm »
Rusty swords arnt always that bad to fight with. IF you impale somone with it they might get a desiese :D
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Hatchnet

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« Reply #11 on: November 17, 2004, 04:33:49 am »
Perhaps the actual stats damage sharpness speed an such can be hid so people dont use that as a basis for which weapon is best.
« Last Edit: November 17, 2004, 04:34:20 am by Hatchnet »

theLostShirt

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« Reply #12 on: November 17, 2004, 05:26:47 am »
None range weapon.

Character stats: (for weapon handling/skill)
Weapon/Type Skill - decide max damage of the type of weapon.
Mass/Size - How big you are. Dwarf swinging the lance of length (4 times your length)
Strength - Decide how well you will swing the ?bersword of penetration (2 ton)

Weapon Req:
Weight - Decide optimal strength
Mass / size / Type - How big the weapon are. Axe, Morning star, Sword and all the other stuff.. (Possibly split)
Quality - I would vote for just three different. Maybe rusty/old (not that common), Fine Craft (Most Common) and Master Craft (least common)
Enchantment - whatever.

Something like that is what a prefer. But the most important thing for me is that it should be easy for me to figure out what kind of weapon my character would wield the best. e.g. When I view my character stats It will list what type of weapon that would suite me best, and when (I have not read anything on level up or the like) you level up It should be easy to know what stats to focus on.

The terms may not be the best, please don\'t focus on spelling and grammar just try to understand me.
« Last Edit: November 17, 2004, 05:31:41 am by theLostShirt »

Kiva

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« Reply #13 on: November 17, 2004, 07:56:11 am »
Well, another way to sort out the Speed, Accuracy and stats like that would be to simply input scroller bars, and let people decide how to use their weapon. So, if you choose speed over accuracy, you\'d hit faster, but not as much, and you wouldn\'t deal as much damage either, but if you want to give a very, very hard blow and be sure you hit a critical spot, you can do that all the time, but just not very fast. That would leave fighting completely up to players, and create some unique fighting styles, and arguements about what\'s the better way to use this or that weapon. Of course, weapons should have the base stats that everything gets modified from, like swords have a base speed, and a base accuracy which then gets affected by your swordfighting skills, etc.

This should leave some room for thoughts, and shouldn\'t be that difficult to do. :)
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Moogie

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« Reply #14 on: November 17, 2004, 04:42:34 pm »
Gro: That\'s a brilliant idea... why has nobody thought of that before??

The devs have been going with a \"attack with aggressiveness from 1-5\", but this idea of customising your attack style is far superior. And I can\'t think of any disadvantages or exploits from it either!

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