Author Topic: Disgning Your Own Weapons  (Read 1377 times)

Blazex

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Disgning Your Own Weapons
« on: January 26, 2005, 09:51:43 pm »
i think it would be bloody exelent if you could actully design yourown weapon for example mixing a axe and a dagger (not actully mixing) and make a axe wiv a pike insted of a blade or a long sword which is really curved like thos arabian swords and also making the handels out of aimal skin, bones etc..

all this could be done if like a pop window came up where you could maybe strech things or maybe like paint and stick things 2gether i unfortunatly did not put too much thought into hot make it work maybe some of you guys coul help:)
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dragonfire999

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« Reply #1 on: January 26, 2005, 11:47:24 pm »
well your saying put 100000000000 new files into the game that are uploaded every time to kill the connection
great idea

The gms could allow you to use hides and animal remains then a shaped blade and put them together in a dialog box... and there will only be pre-made combinations
thats my idea :rolleyes:

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Myrtl

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« Reply #2 on: January 27, 2005, 12:50:03 am »
This would kill the game and people would make these uber wepaons that would kill stuff in one hit. The server would die after a while
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Diamondcite

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« Reply #3 on: January 27, 2005, 01:04:11 am »
The power of the weapon can be controlled.

The main part is actually making the weapon.

I believe what dragonfire999 says to be quite correct, the simplets way to do it is to allow people to choose from a template.. I don\'t think that can be TOO hard to implement...
Maybe it can be broken down into 3 parts, Handle, stick, head.
So you can have fun things like The handle of an axe, the stick of a sword(a blade), and a head of a pickaxe, this would be a revolutionary weapon that mines and kills both at the same time! (erk went overboard).

The chance of an uberweapon is always possible, but it\'s likely that it\'ll only inherit partial characteristics.
So... using diablo 2 weapons as an example since I don\'t know any other game.
A well rounded weapon
Handle of dagger - gives speed in handling
Stick of long sword - extends reach/rnage
head of pike - damage range is inherited from the pike

A power hungry weapon.

Handle of maul - weapon hit strength + 25%, slower attack speed
Bastard Sword stick - weapon damage +10%, 2 handed weapon, medium attack speed
trident head - actual damage , low accuracy, breaks easily.


Did I just destroy someone\'s idea?
I really haven\'t put too much thought, though weapons with a certain degree of customization would be nice....
Maybe we can attack little things to the handle of the weapon like how some people decorate their cellphone :)
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Jakob

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« Reply #4 on: January 27, 2005, 01:15:21 am »
If they did something like this the stability and str of the wpn, up to a certain point would be controlled by the smithing skill of the maker.  This would create the ability for someone to make \"legendary weapons,\" but a safeguard could be implemented to prevent ?ber Weapons from infiltrating the game, such as a ceiling on str, and a minimun cost that the maker can receive for selling the weapons.

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WizardsRule

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« Reply #5 on: January 28, 2005, 04:20:20 am »
What if you had this option to obtain this oppurtunity like out of a 1 out of a million chance.  This would make these items practically priceless and would solve the extra file overload problem.  For instance, killing a rare event monster. Sorta like .hack twilight

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MercenaryVII

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« Reply #6 on: January 29, 2005, 03:53:30 am »
OK i will. So your plan to solve getting Uber Weapons is to have a chance that 1 in a million times you will make an Uber Weapon??

Diamondcite

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« Reply #7 on: January 29, 2005, 05:23:49 am »
Personally I beleive that no weapon can be the end all be all, it\'s up to the person who wields it to make it invinsibly strong by using it right.

Taking a weapon from Final Fantast 3(US english)/6(Japanese), I believe there was a weapon that would deal increased damage to your enemy by sucking you MP away. This weapon would normally be very strong assuming you can wield it, but if you are a Drawf class, then chances are you don\'t have much mana and so the weapon quickly looses it\'s power.

Taking a legendary weapon into account, an excalibur is useless against a well aimed balista, and a well made balista is useless against someone with a short dagger that knows how to move about.
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Aravi

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« Reply #8 on: January 30, 2005, 08:47:11 am »
The crafting system as it is planned will be based on recipes, you need to possess an item recipe and the components to craft an item.

However, I can see a way of adding a certain degree of customizability to this equation.

An axe recipe might call for an axe handle, however there can be multiple types of axe handle. You could use a bone axe handle, a wood axe handle, a metal axe handle, etc.

The choice of handle would affect weapon weight (which should affect swinging speed, damage and str requirement) and durability. It may also have an effect on the balance of the weapon, but this may be more a factor of craftsmans skill rather than choice of material.

Where craftsman\'s skill has an effect on weapon characteristics, it should progress a logarithmic or similarly decreasing scale - in the beginning, it makes a big difference but it starts to becomes much harder to keep pushing the boundaries to make a truly exceptional weapon.
« Last Edit: January 30, 2005, 08:48:43 am by Aravi »

Black_rose

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« Reply #9 on: February 01, 2005, 12:49:00 am »
as the others have said,

handle, handle material, handle size, (width,height{manx and min for your char}) shape
handgaurd, handgaurd size, material, shape, ect.ect.
blade, blade size, blade shape, blade length
(broad,arabian,katana)

along with others, allow gems and sutch to be on them and just have a varrier rather then 10000000000000000 new files, have a temp plainshift file and add logo\'s on the start of the blade, end of the hilt. friend\'s logo\'s would be kept.
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NIm

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« Reply #10 on: February 06, 2005, 06:46:55 am »
Truly interesting idea. I agree with blackrose; weapon crafting should be done in stages, producing hilt,blade,etc. seperatly and welding them together. Even a finished weapon should still be moddable by an experienced enough weaponsmith,that is cut apart and re-forged, with extra stuff added, like a magical gem, wieght on the end(adds damage but requires extra strength), or even something like extra blade designed to flick out like a cobra. Weapon design should be essentially unimited, each new piece added to a weapon affecting every other piece(light gem canceling dark gem)(adding a weight to the end of a thin blade increases breakablility ridiculously).
 Shouldn\'t be too hard to code a rule based system involving weapon components.
« Last Edit: February 06, 2005, 06:47:24 am by NIm »

Blazex

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« Reply #11 on: February 06, 2005, 09:39:09 am »
hmm thats a very intrestin idea and i want to sorta build on to what \'NIm\' said if you put a magical gem which has the power of light in it the weapon which hase the gem cand defend agains magical attacks from the opoasite magic power so crystal agains dark and son on :)
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Pestilence

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« Reply #12 on: February 09, 2005, 01:22:48 pm »
First of topic: Nightsuns??? there isn\'t even a sun in PS :S

Ontopiic:

I like the idea of making your own weapons a lot although I don\'t think it should be so open to make dagger/pike combinations. Seems a little to hard to implement right away anyhow seeing you would have to figure a lot more out then.

Having someone being able to customize a sword would sound great. Being able to make a sword of a certain strength in points and then have them given to speed or damage given. Ofcourse making sure it\'s balanced like 2 times the speed is half the damage. How many points there are to be given should depend on the hight of the skill or skills.

Giving people the option then to give the sword the appearance they like definately would add something to the game.

NIm

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« Reply #13 on: February 09, 2005, 11:52:29 pm »
Rule based systems are actually very eaxsy to implement, but difficult to develop. It is our job, as players o design rule systems that work, so the devs can try them out. that is what this suggestion forum is for: inventing new systems that might work.

Note that in every universe with even a hint of believability, Form and Function are deeply intertwined. What an object looks like and what it does are so tied together, that you can\'t change one without changing the other. Paint or  engravings on the blade would be interesting, though

ANd a practical concern: Yes, this would require 100000 files, but they would each be very small, and would all stay on the server; all that would have to be downloaded would be a blurb everytime you got hit telling you how much damage was done. and of course, an image of the sword when the player walked into the room.  but that should be very small and not cause too much lag, the players could always elect not to download custom weapons if your connection can\'t deal.

Off topic note on darksuns: There could be a legend about suns. More importantly, you are flaming. why make enemies if you don\'t have to?

WizardsRule

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« Reply #14 on: February 10, 2005, 12:32:44 am »
what do you mean there\'s no sun? How does the game turn night to day to afternoon then? Is it a magicl paintbrush or something? No, I dont think so!

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