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Author Topic: Weapon Token universalization+Moar tokens.  (Read 1687 times)

Foa

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Re: Weapon Token universalization+Moar tokens.
« Reply #15 on: October 15, 2008, 11:51:43 pm »

I love you guys; it is excellent!!!

Any, special tokens?

[Finisher] Attack Token, really powerful, needs a lot of other tokens to describe the power.
Target Status Needed to use it.
Target Body Part
Chance of weapon destruction ( for the stronger hits ) .
« Last Edit: October 15, 2008, 11:58:22 pm by Foa »
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The Minister

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Re: Weapon Token universalization+Moar tokens.
« Reply #16 on: October 16, 2008, 12:41:56 pm »

Here's another one.

Attacks could be weighted to represent the frequency of their use.

example:
Hammer: attack one, weight 1; attack two weight 2.

so each time this unit attacks it has a 1/3 chance to use attack 1 and a 2/3 chance to use attack two.
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Aquillion

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Re: Weapon Token universalization+Moar tokens.
« Reply #17 on: October 16, 2008, 05:34:04 pm »

You know, if you take away moves from weapons...

And instead add those tokens to the weapon itself as an adjustment to moves a character can come up with.

Then you could create a proceedural Martial art system!

*Neonivek is too lazy to make a full post about that currently*
I think that this is more Dwarf Fortress-ish, although also more complicated.

It would be interesting if each civilization procedurally generated their own 'school' of combat, favoring particular weapons and styles.  In general, you'd give weapons a set of tags that describes what sort of things they're good for...  then, civilizations would randomly-generate attacks using those tags (based on modifying a set of basic attacks?)  There would be some mutation, fusion, division and reproduction between different combat schools as they grow.

So in one world an Elven civilization might perfect a style of fencing using light wooden swords, while the dwarves might master close-quarters unarmed brawling using improvised weapons; the humans might focus on spear-and-shield tactics that work best in a group.  Or something.

And people from different civilizations would use the same weapon differently.  One civilization might have a mostly static swordfighting school based around defense, while another might have one focused on motion and charging.

You would probably get a bonus to using your civilization's combat styles while wearing/wielding equipment made by your civ, since it would be designed with that in mind (perhaps it could get tags based on the underlying themes used to generate combat styles, so you can use weapons from a neighboring country with similar combat styles quite well; but the sword and armor from a distant eastern land made for a totally different style would be harder for you to use.)
« Last Edit: October 16, 2008, 05:36:19 pm by Aquillion »
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Foa

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Re: Weapon Token universalization+Moar tokens.
« Reply #18 on: October 16, 2008, 05:42:09 pm »

No, dwarves are more like Jacks of all Trades, so they believe in one of the tenants of the ninja way, DO IT by any way, any how, and any means of DOING IT...


So dwarves = Jacks of all trades, elves = oriental fighters, and humans = paladins?

Any objections?
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Neonivek

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Re: Weapon Token universalization+Moar tokens.
« Reply #19 on: October 16, 2008, 05:44:25 pm »

I was actually thinking of a school system where people develop martial arts for a weapon...

The attributes of the weapon determine what moves are possible by the costs.

Though it would certainly be interesting to see personality get into this.

*Still too lazy to do a full post*
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Aquillion

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Re: Weapon Token universalization+Moar tokens.
« Reply #20 on: October 16, 2008, 05:50:47 pm »

No, dwarves are more like Jacks of all Trades, so they believe in one of the tenants of the ninja way, DO IT by any way, any how, and any means of DOING IT...


So dwarves = Jacks of all trades, elves = oriental fighters, and humans = paladins?

Any objections?
I object.  The idea was that civilizations would develop their own weapon skills procedurally, not that every race would have a preset skill.  So some humans might favor spears, while others might favor axes or whatever; same for Dwarves and Elves.  Perhaps there could be racial preferences to a degree, but I'd like to see variety in my worlds and between them...  not the exact same Dwarven/Elven/Human civilizations coming back again and again using the exact same weapons in the exact same way.
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Foa

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Re: Weapon Token universalization+Moar tokens.
« Reply #21 on: October 16, 2008, 07:51:20 pm »

No, dwarves are more like Jacks of all Trades, so they believe in one of the tenants of the ninja way, DO IT by any way, any how, and any means of DOING IT...


So dwarves = Jacks of all trades, elves = oriental fighters, and humans = paladins?

Any objections?
I object.  The idea was that civilizations would develop their own weapon skills procedurally, not that every race would have a preset skill.  So some humans might favor spears, while others might favor axes or whatever; same for Dwarves and Elves.  Perhaps there could be racial preferences to a degree, but I'd like to see variety in my worlds and between them...  not the exact same Dwarven/Elven/Human civilizations coming back again and again using the exact same weapons in the exact same way.
So you're saying that, the regional weapon skill, and preferences should be made by the [world_gen] seeds, am I right, or are you going to redrum ( as in re-drum ) this situation...
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