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Author Topic: Beefing up ye olde armory- We Discuss Weapon Balance In  (Read 2614 times)

Neonivek

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #45 on: June 05, 2008, 08:55:00 pm »

"3. No ridiculous 2 arms, leg and head hits with a single mace swing. I could only do that if he was assuming the fetal position"

Or you just have a REALLY large Mace

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Tamren

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #46 on: June 05, 2008, 08:58:00 pm »

for #3. What if you hit the torso so hard that it separates from the other limbs and flies away while they all stand still? :P
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Neonivek

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #47 on: June 05, 2008, 09:04:00 pm »

Not to mention that each swing of a weapon could in reality represent a series of swings rather then a single one.
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Techhead

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #48 on: June 05, 2008, 09:07:00 pm »

Then wouldn't the torso also be damaged, in two out of three cases?
Its worse with projectiles, as it is already established that each is one object hurling toward your poor dwarf.
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It's like you're all trying to outdo each other in sheer useless pedantry.

Wokeye

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #49 on: June 05, 2008, 10:03:00 pm »

IMO crossbows need to be harder to make.  Maybe involve multiple components - Steel mechanism + wood + fibre (or whatever a bolt is projected by...).
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Capntastic

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #50 on: June 05, 2008, 10:21:00 pm »

But realistically crossbows aren't that complex; even sophisticated modern ones aren't that much more than pulleys and ratchets.
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Jetman123

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #51 on: June 06, 2008, 03:35:00 am »

Yes, one swing does not indicate one swing, I don't think. One swing is _actually_ dodging, blocking, and THEN getting in a good hit, AFTER slicing at your opponent for a bit, like in DnD. Damage is only when you get through the armor. One bolt is one bolt, of course, but melee attacks involve more than a "swing, miss, swing, block, blah blah blah", it's more like "Swing, dodge, armorblock, swingswing, stab, miss, SLICE"
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Tamren

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Re: Beefing up ye olde armory- We Discuss Weapon Balance In
« Reply #52 on: June 06, 2008, 09:29:00 am »

DnD has a good system to represent the difference between novice and expert swordsmen. level 1 fighters only make one attack per round (which is 6 seconds) because they spent all of that time preparing for, then lining up, executing and recovering from that one slash/stab whatever. Experts on the other hand make a series of attacks in a chain. Not only that but they can attack and recover in seamless movements.

In DF this should be reflected somewhat as well. Currently all characters make one attack per round. If you parry a hit you get a free counter attack. Same as if you block. These free hits can quickly add up to ridiculous amounts. I once made an adventurer in full adamantine, to train him I would hive him a shield and nothing else and make him go wrestle packs of wolves. (the bites were glancing off his face, it was hilarious) He would get around 10 free hits per round on top of his own. (at one point he fell unconscious, and woke up unscathed).

Later on when the system gets revamped we should be able to choose just how much fine control we want over each hit. There should be a big button called "Attack" which means hit the enemy in the most convenient mannet possible, which is more or less the random attack we have now. But there should also be another menu akin to the wrestling menu but far more streamlined which allows the targetting or organs.

This would allow you to wrestle an enemy to the ground, pin his arm, then use a dagger to poke his eye out. Or something like that. You could even use weapons for other purposes, such as targetting an armour joint to disable it or target a rapier towards a particular gap in the enemy's armour.

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