Survey: Weapon skills
- Captain Deathbeard
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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.
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Zephyr8965
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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.
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.
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.
And come on, taming a crocodile? Like thats all that realistic.
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Zephyr8965
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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.
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.
- Captain Deathbeard
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Its entirely possible to pull someone's arm off. My dad did it the other day. Dispute settled.
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Zephyr8965
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Chris, have I ever mentioned that you're awesome?
- Captain Deathbeard
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I loose track of all the people who call me awesome, so I cannot say.
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Windexglow
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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
:p
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Zephyr8965
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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.
- Captain Deathbeard
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No, in his inventory there will only be dust and unfinished models.
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Zephyr8965
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RoflcakesChris wrote:No, in his inventory there will only be dust and unfinished models.
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giulian2003
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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
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
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Zephyr8965
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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)
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)
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Windexglow
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Believe me, I can make it so you only have unfinished modelsChris wrote:No, in his inventory there will only be dust and 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
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