Survey: Weapon skills

User avatar
Captain Deathbeard
Developer
Posts: 1831
Joined: Thu Jul 03, 2008 12:04 pm
Location: UK
Contact:

Sun Aug 16, 2009 2:03 pm

I want lots of dangerous wildlife but it will have to wait a long time. I will need all the designs, models, new code, and worst of all, more animations.

wazupwolf
Posts: 66
Joined: Wed Oct 08, 2008 12:41 pm

Mon Aug 17, 2009 12:16 am

whatr ur thoughts on taming em?

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Thu Aug 27, 2009 9:49 pm

Okay, so I guess since the conversation has drifted from the original post, I'll respond to both the starting post and the current conversation. XD


For the weapon skills, I like the idea of weapon skills with specializations. Perhaps you could even have one or more 'sliders' for those skills, representing how the character has specialized. For instance, the character could have a decent sword skill, with a slider focused on offense. So, he has less defense than some with that sword, but he has a greater offense.

Another thought is a separate parry skill. One may be very good with their weapon, but their parry is low, meaning they're lacking a bit in the defensive side of things.

On the subject of ripping off limbs, didn't the Huns have a thing for that? It is quite possible for a person to actually rip a limb off, but it's not exactly easy. You don't just grab someone and pull. However, this game is obviously aiming to start things out very low-powered and psuedo-realistic with the potential to go beyond the limitations of normal people. (throwing someone 10 meters with a punch, for instance) I don't see how ripping off limbs would be beyond where the game already intends to go. I would just make sure that you don't see anything quite that ridiculous too early in the game. Might throw off people's interest.

Animals would be really nice to see, as well. Snakes, crocadiles, lions, tigers, bears. Fun fun. Taming them would be just awesome, as well. (as well as adding a bit of risk, since some of those animals have a tendancy to maul people) Wouldn't need a terribly large number of new animations, since most animals aren't exactly going to move around terribly skillfully or in various ways. You could perhaps code a system that checks the height of the target and only performs relevant attacks. (shorter targets will only trigger 'low' attacks) Probably something you've already thought of, but figured I'd throw it out there just in case.

Suta
Posts: 41
Joined: Sat Sep 20, 2008 8:47 pm

Fri Aug 28, 2009 2:58 am

I don't think I wouldn't buy a game because my character can rip off someones arm once my strength is high enough. I would't not buy a game because, even trying to be realistic, my character can light people on fire by spitting alcohol at someone while holding a torch.

And come on, taming a crocodile? Like thats all that realistic.

wazupwolf
Posts: 66
Joined: Wed Oct 08, 2008 12:41 pm

Fri Aug 28, 2009 9:12 pm

Suta wrote: taming a crocodile? Like thats all that realistic.
:roll:
grr people have tamed like freaking everything crocadiles,elephants,tigers,snakes, who says we cant do it again but in the past? :lol:

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Fri Aug 28, 2009 11:13 pm

Don't really have to tame them. Just make sure you can run faster than the bad guys when you open the cage. ;P

But yes, many animals have been tamed, even in the past. Mind you, when I say tamed, I mean they can make the animal attack the other guys instead of themselves. We're not talking about having a crocadile as a pet, here.

Also, spitting flaming alcohol is entirely possible. There's people who do it at bars to entertain people. You just have to have strong alcohol and a ridiculous amount of tolerance for your mouth burning from having 150+ proof alcohol held in it, which there were plenty of people who could and plenty of alcohol that strong, back then.

Arm ripping isn't entirely impossible, either. It just takes a lot of effort, potentially hacking the arm up a bit beforehand, or just multiple people all pulling together. You'd be surprised what some of those people back then were capable of.

Hector
Posts: 46
Joined: Wed May 20, 2009 10:18 pm

Fri Aug 28, 2009 11:34 pm

Anything over 90 proof will burn, just so you know. Pulling someone's arm off is somewhat absurd though. Pulling it out of its socket, isn't too difficult, but skin and muscles are considerably tougher than you give it credit.

User avatar
Captain Deathbeard
Developer
Posts: 1831
Joined: Thu Jul 03, 2008 12:04 pm
Location: UK
Contact:

Sat Aug 29, 2009 12:35 pm

Its entirely possible to pull someone's arm off. My dad did it the other day. Dispute settled.

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Sat Aug 29, 2009 9:07 pm

Chris, have I ever mentioned that you're awesome?

User avatar
Captain Deathbeard
Developer
Posts: 1831
Joined: Thu Jul 03, 2008 12:04 pm
Location: UK
Contact:

Sun Aug 30, 2009 6:21 am

I loose track of all the people who call me awesome, so I cannot say.

Windexglow
Contributor
Posts: 100
Joined: Sun Jan 25, 2009 5:27 pm
Location: United States
Contact:

Sun Aug 30, 2009 7:51 am

You lost track because there never was a track to keep. The closest thing to a compliment you've been given in years was by your mom on graduation.
:p

wazupwolf
Posts: 66
Joined: Wed Oct 08, 2008 12:41 pm

Sun Aug 30, 2009 6:54 pm

Windexglow wrote: The closest thing to a compliment you've been given in years was by your mom on graduation.
LOL

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Sun Aug 30, 2009 9:47 pm

Something tells me there's going to be a horribly eviscerated corpse named "Windexglow" (or windex's irl name) in the game now. Perhaps players can loot his mangled corpse for some valuable items.

User avatar
Captain Deathbeard
Developer
Posts: 1831
Joined: Thu Jul 03, 2008 12:04 pm
Location: UK
Contact:

Mon Aug 31, 2009 2:56 pm

No, in his inventory there will only be dust and unfinished models.

wazupwolf
Posts: 66
Joined: Wed Oct 08, 2008 12:41 pm

Mon Aug 31, 2009 6:28 pm

Chris wrote:No, in his inventory there will only be dust and unfinished models.
SNAP :lol:

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Tue Sep 01, 2009 7:08 pm

Chris wrote:No, in his inventory there will only be dust and unfinished models.
Roflcakes

giulian2003
Posts: 2
Joined: Wed Sep 02, 2009 1:29 pm
Location: Amsterdam

Wed Sep 02, 2009 2:54 pm

A bit late but anyway ...

I like the 3rd option from your original post:

Having specialized skills for each weapon makes sense since each one have different attributes, like weight size, etc.
On the other hand I think there should be a general Defense or Attack Skill based on the sum of all the other skills that you have. I mean if you are very good with a sword, makes sense that you would probably be quite good with a stick also, or a bag full of oranges if you find one! Right?

How about separate skill for handling multiple opponents? That has less to do with the actual use of the weapon and more to do with the use of tactics and strategy .. It should be a different skill maybe?

Another idea: instead of having "weapon attack" and "weapon defense" skills, why not having only "weapon" skill and having attack and defense a "real time" slider that would go from 100% defense to 100% attack so you could modify while actually fighting how much you want to actually defend and attack in your fighting style?

My 2 cents worth ;-)

iulian

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Wed Sep 02, 2009 8:25 pm

Going off of that, you could actually have a few skills that allow a person to push their sliders further and further toward attack or defence. You could also expand on that idea, setting your character to focus on how you strike. Perhaps you could focus your attacks to be more swift, or you could focus them to be more calculated, increasing their ability to bypass armor. You could also choose whether to be more reserved in your strikes, saving your stamina, or you could let out all your strength with each hit, striking harder, but exhausting yourself faster.

Allowing a person to alter those sliders in real time would allow the player to adjust their fighting style, while having stats that limit the sliders would make it so that said fighting style would require a bit of time to refine and master before it has any real impact. Perhaps the sliders could effect the 'experience' you gain toward the skill's specialties. (having a slider toward calculated strikes would give more ability to penetrate armor and less toward attack speed, so the longer you keep to a fighting style, the more and more focused in it you become)

Windexglow
Contributor
Posts: 100
Joined: Sun Jan 25, 2009 5:27 pm
Location: United States
Contact:

Thu Sep 03, 2009 10:22 pm

Chris wrote:No, in his inventory there will only be dust and unfinished models.
Believe me, I can make it so you only have unfinished models ;-)

EDIT1: Hopefully should have this finished by the end of tonight. Have to add a lot of details to it still, but it's taking shape. Industrial-kind of warehouse.
Needs detail on almost everything - Roof, main front, back, alternate roof, and the warehouse sides. One thing I want to do is add metal rods to the texture, which I found to work a lot better than 3d rods.
http://img4.imageshack.us/img4/3714/35669748.jpg

Zephyr8965
Posts: 117
Joined: Thu Aug 27, 2009 9:10 pm

Fri Sep 04, 2009 2:19 am

Wouldn't that be a bit redundant? ;P

Post Reply
  • Information
  • Who is online

    Users browsing this forum: Bing [Bot] and 14 guests