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These examples are all from my mind, and don't have to reflect the final implementation. | These examples are all from my mind, and don't have to reflect the final implementation. | ||
{|border="1" | |||
!Weapon | |||
!Class 1 | |||
!Class 2 | |||
!Note | |||
|- | |||
|2H Swords | |||
|Slice | |||
|Blunt | |||
|- | |||
|Long Swords | |||
|Slice | |||
|- | |||
|Swords | |||
|Slice | |||
|Counter | |||
|- | |||
|Short Swords | |||
|Slice | |||
|Puncture | |||
|- | |||
|Axes | |||
|Slice | |||
|Blunt | |||
|- | |||
|Maces | |||
|Blunt | |||
|- | |||
|Staffs | |||
|Polearm | |||
|Blunt | |||
|- | |||
|Nunchukes | |||
|Blunt | |||
|Precision | |||
|- | |||
|Spears | |||
|Polearm | |||
|Puncture | |||
|- | |||
|Halberds | |||
|Polearm | |||
|Slice | |||
|- | |||
|Dagger | |||
|Slicer | |||
|Counter | |||
|- | |||
|Bows | |||
|Ranged | |||
|- | |||
|Arrows | |||
|Puncture | |||
| | |||
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist | |||
|- | |||
|Throwing Knives | |||
|Ranged | |||
|Precision | |||
|- | |||
|Shields | |||
|Absorb | |||
|} | |||
As you can see, this system can account for about any weapon you can think of. :-) | As you can see, this system can account for about any weapon you can think of. :-) |
Revision as of 07:13, 28 May 2009
This article is currently only a proposal
The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.
People who approve this proposal | People who oppose this proposal |
---|---|
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Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc). The issue with this system is that it limits the types of weapons we have. Say if we wanted to have Nunchakus there is no way for us to include them without creating a entirely new weapon skill.
I purpose a system based on not weapons, but weapon classes.
Also this article addresses the issue with defensive skills. Our current system only uses weapons and does not take into account any type of defensives abilities.
Note: things on this page could change to account of balancing.
Concept
Having weapons skills based on what, and how the weapon (or shield) works.
Some weapons can fall into different classes. I.E. Nunchakus would be precision and blunt. Meaning a Nunchaku could use special attacks from both classes.
Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agility. This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.
Classes
Slice
Weapons that cut your target. Basically cutting attacks fall into this. Almost all swords would fall into this class. Highly effective, but easy to absorb or counter.
Stat | Effect |
---|---|
Str | Medium |
Agi | Medium |
Vit | None |
Dex | Low |
Int | None |
Wil | Low |
Puncture
Weapons designed penetrate deep into your target. Things like spears would belong to this category.
Stat | Effect |
---|---|
Str | Low |
Agi | High |
Vit | None |
Dex | Low |
Int | None |
Wil | Low |
Blunt
Blunt weapons neither cut, nor puncture the target. But rather "Smashes" it. A Mace would fall into this.
Stat | Effect |
---|---|
Str | High |
Agi | Low |
Vit | None |
Dex | Low |
Int | None |
Wil | Low |
Precision
Precision weapons are more like "ninja weapons". Things like knives, daggers, darts, nunchakus, etc. Weapons are not a matter of how hard you hit, but where.
Stat | Effect |
---|---|
Str | Low |
Agi | High |
Vit | None |
Dex | High |
Int | Medium |
Wil | Low |
Polearm
Polearms are in fact a class of weapons. Pretty much anything on a stick, or long, can be consider a polearm. Including staffs, helberds, spears, etc. Polearms take strong hands to handle. But are good for medium range attacks (longer then a sword, shorter then a bow).
Stat | Effect |
---|---|
Str | Medium |
Agi | Medium |
Vit | None |
Dex | High |
Int | None |
Wil | Low |
Ranged
Ranged are anything that is thrown or shot at a target. Mainly bows, but can include to crossbars, throwing knifes, etc.
Stat | Effect |
---|---|
Str | Medium |
Agi | Medium |
Vit | None |
Dex | High |
Int | None |
Wil | Low |
Absorb
Absorb are mainly your shields. Absorb can also include completely blocked attacks (prehaps though a special)
Stat | Effect |
---|---|
Str | High |
Agi | Medium |
Vit | High |
Dex | Low |
Int | None |
Wil | Low |
Counter
Counters are best described as a defensive/offensive skill. Can be things like parrying, also even turning your opponents damage back towards them.
Stat | Effect |
---|---|
Str | Low |
Agi | High |
Vit | Medium |
Dex | High |
Int | Low |
Wil | Low |
Weapon Examples
Its important to note that many weapons can belong to many (more then 2) classes. While we should have the option of adding them to more then one, I warn against doing so. Remember we should focus more on fun game play then realism.
These examples are all from my mind, and don't have to reflect the final implementation.
Weapon | Class 1 | Class 2 | Note |
---|---|---|---|
2H Swords | Slice | Blunt | |
Long Swords | Slice | ||
Swords | Slice | Counter | |
Short Swords | Slice | Puncture | |
Axes | Slice | Blunt | |
Maces | Blunt | ||
Staffs | Polearm | Blunt | |
Nunchukes | Blunt | Precision | |
Spears | Polearm | Puncture | |
Halberds | Polearm | Slice | |
Dagger | Slicer | Counter | |
Bows | Ranged | ||
Arrows | Puncture | Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist | |
Throwing Knives | Ranged | Precision | |
Shields | Absorb |
As you can see, this system can account for about any weapon you can think of. :-)