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Author Topic: Facekillz's Weapons Suggestions Thread.  (Read 1519 times)

Bloax

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #15 on: January 01, 2013, 02:36:20 pm »

He's beating you at rough example values (daggers are 3x longsword speed) and simple examples (strong dwarves give no shits about longsword size). The idea still stands if you ask me.
What could be expanded upon is a hard size minimum for weapons, which would restrict the one-handedness to creatures above it. Simply because the handle is too big for the ones smaller.

And then you could have tokens that specifically require the wielder to use two hands (OR MORE) lest they suffer a penalty, like with the aforementioned polearms.
« Last Edit: January 01, 2013, 02:38:04 pm by Bloax »
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oh_no

GreatWyrmGold

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #16 on: January 01, 2013, 04:20:59 pm »

It's kind of silly though to place too much weight into how the visuals of the game work though, being how heavily abstracted everything is. 2 units being in adjacent tiles can mean anything from them being almost 4 meters apart to right next to eachother. Assuming units are always at the center of a tile doesn't make much sense at all.
It makes more sense than assuming that they're right next to each other all the time.
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Zoolimar

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #17 on: January 01, 2013, 04:22:37 pm »

Quote
It's kind of silly though to place too much weight into how the visuals of the game work though, being how heavily abstracted everything is. 2 units being in adjacent tiles can mean anything from them being almost 4 meters apart to right next to eachother. Assuming units are always at the center of a tile doesn't make much sense at all.
Yes, but the dwarf/human/elf with longer weapon will always try to get advantage out of that fact. So thats why while combatants is in different squares longer weapons may get bonus. And on the other hand if combatants in the same tile that means that one of them was able to initiate grapple or get to really close distance and can use his shorter weapons to his advantage.

Thats an abstraction. But it is closer to maximum granularity which can be done by DF.

Quote
He's beating you at rough example values (daggers are 3x longsword speed) and simple examples (strong dwarves give no shits about longsword size). The idea still stands if you ask me.
I totally agree with general idea that speed must be adjusted not only by the weight of the weapon but by the type too. DF uses numbers for speed in thousands so it won't be so hard to implement speed difference in 1-20%.

You can have even speed difference for daggers made out of different materials.

Also about speed: At some point you can't get faster attacks through raising strength because contraction of muscles have maximum speed and speed of attack with weapons in certain weight range becomes almost identical.
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Bloax

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #18 on: January 01, 2013, 04:41:47 pm »

A weapon speed property for materials would indeed be coolbeans, and it'd fit right in with the whole plethora of new stuff the whole sharpness thing would add.

While yes, strength would eventually even out the speed penalty from higher weapon weights (That'd be another good addition to the suggestion.), it should still all boil down to the weapon attack multipliers.
Because let's be honest here, it all boils down to exactly what kind of movement you're making, and it would at least make for some kind of ability to balance it all modder-wise. :P
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Zoolimar

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #19 on: January 01, 2013, 04:54:08 pm »

Quote
A weapon speed property for materials would indeed be coolbeans, and it'd fit right in with the whole plethora of new stuff the whole sharpness thing would add.

While yes, strength would eventually even out the speed penalty from higher weapon weights (That'd be another good addition to the suggestion.), it should still all boil down to the weapon attack multipliers.
I'm against attack multipliers. At least direct ones. But I'm all for use of simplified formulas for energy and momentum. They also will allow to adjust for any movement on the fly. All that you will need is the trajectory for body part/weapon and actual length can be found using data on arms and other body parts of the creature from the RAWs.
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Helari

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #20 on: January 03, 2013, 01:57:15 pm »

only advantage daggers have over swords is the possibility to throw them and use them easily in small spaces such as while grappling.
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GreatWyrmGold

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #21 on: January 04, 2013, 12:52:12 am »

No, they're also more easily concealable, likely more legal, lighter, and require less metal (and presumably effort, although I'm not sure) than swords.

But, yeah, in combat that's about it.
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Zoolimar

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Re: Facekillz's Weapons Suggestions Thread.
« Reply #22 on: January 04, 2013, 07:38:51 am »

Quote
and presumably effort, although I'm not sure
Yes. For swords you need some smithing techniques to get a blade of this length that will not break or bend.

High quality dagger may take almost the same effort to craft as a sword but cheap daggers are much easier to make while not having much of a downside.
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