What does the weapon 2 slot do?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Lgyun
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Mon May 27, 2013 11:54 am

ive been messing around in Kenchi for a while now but i still have no idea what the weapon 2 slot does
thx in advance for telling me

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Eiron
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Mon May 27, 2013 12:43 pm

It appears that, ordinarily, if you put a weapon in each slot, your character will use the higher damage weapon (I'm not sure if the game takes attack speed and blunt vs cutting damage into account when making this calculation). The exception that I have noticed is: If you are using a higher damage two-handed weapon in slot 1, and your character's left arm becomes crippled, he will switch to the one-handed weapon in slot 2.

I kind of figure that later on, a feature will be implemented that lets you select which of the two weapons your character uses. For example, you could have a bow in slot 1 and a short katana in slot 2, and make tactical switches as needed.

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Clawdius Talonious
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Tue May 28, 2013 11:26 am

As Eiron observed, the purpose of the size limited Weapon Slot 2 is that when you have a primary two handed weapon equipped, and your left arm becomes crippled your character will still be able to do battle with their secondary weapon. Of course, his supposition about having a bow in weapon slot one and the AI switching it out for a katana in weapon slot 2 when an enemy closes to close range seems like it would be a useful feature and is likely an alternate reasoning behind the secondary weapon slot.

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Hatsune_Neko
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Tue May 28, 2013 10:28 pm

Clawdius Talonious wrote:As Eiron observed, the purpose of the size limited Weapon Slot 2 is that when you have a primary two handed weapon equipped, and your left arm becomes crippled your character will still be able to do battle with their secondary weapon. Of course, his supposition about having a bow in weapon slot one and the AI switching it out for a katana in weapon slot 2 when an enemy closes to close range seems like it would be a useful feature and is likely an alternate reasoning behind the secondary weapon slot.
That sounds like the perfect reason.
course im not sure if we gonna need ammo or not for when bows are included into the game then that one would also work great for arrow storage.
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Eiron
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Tue May 28, 2013 10:58 pm

I'm not sure how I feel about ranged weapons needing ammo. In some survival-type games (like Fallout), I think it can add an interesting dimension to gameplay. When you have half a clip of armor-piercing rounds left, you look at that deathclaw a lot differently than when your cup runneth over with ammunition.

On the other hand, ammunition management can get tedious, especially if a character is firing a LOT (Diablo II springs to mind). But, given what I've seen of Chris's design and gameplay decisions thus far, I trust his instincts, and figure if he does make ranged weapons use ammo, he'll make it fit properly into the world without it feeling like a mindless chore.

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Clawdius Talonious
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Tue May 28, 2013 11:47 pm

I haven't seen Chris specifically discuss the topic of ammo, but I imagine it would be something that was rarely destroyed when used, so you could recover your bolts or arrows most of the time from the bodies of your fallen foes. I can't speak toward what the eventual implementation will be, but like you said Chris is against the idea of tedious micromanagement so what he does will undoubtedly not fall into that category.

Dregen
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Sun Jun 09, 2013 12:03 am

I believe it'd be against the entire strategy premise if ammo wasn't included. There could be a way to allow automatic allocation to ammo to those equipped with a ranged weapon so it doesn't become micromanaging through larger parties.

Aku
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Wed Jun 12, 2013 1:38 pm

I would like to see it as something akin to a strategic layer management, as opposed to a unit management system. What I mean is if you're within the confines of your town, or maybe a town, after a fight, you automatically go to an arrow/bullet bin, as appropriate, and resupply. If you go out, one of your guys better have the tools and know how to resupply the group on the move, or else you can get in trouble.

ZanathKariashi
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Thu Jun 13, 2013 5:20 am

Could have a quiver to go in the bag slot (with varying sizes), that if they have room in the bag, they'll automatically collect any ammo for their equipped ranged weapon within a certain radius, when not in combat, allowing them to restock some of their supplies quickly after battles without having to move stuff around too much. And when equipped with a quiver bag it shows their current ammo count on their portrait along with an icon for quick identification of their weapon type.

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Hatsune_Neko
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Thu Jun 13, 2013 6:25 am

Clawdius Talonious wrote:I haven't seen Chris specifically discuss the topic of ammo, but I imagine it would be something that was rarely destroyed when used, so you could recover your bolts or arrows most of the time from the bodies of your fallen foes. I can't speak toward what the eventual implementation will be, but like you said Chris is against the idea of tedious micromanagement so what he does will undoubtedly not fall into that category.

that sounds alot like how Skyrim does it. a system i rather like cause its not tedious, they are just there, and if you eyes are good enough you can find any wayward arrows and sometimes pull em out of the creatures you killed
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