New weapons

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New weapons

Postby lacucaracha » Thu Dec 15, 2016 12:46 am

Why cant we have nice things?

Agi-damage-based katana.

hatchets

swords on both hands (that are both used)

crossbows

flails

daggers

swordbreakers

maces

I mean, the possibilitys are infinite, here is the list of spears only.

Ahlspiess
Bardiche
Bill
Glaive
Guisarme
Halberd
Lance
Lochaber Axe
Lucerne hammer
Man catcher
Military fork
Partisan
Pike
Plançon a picot
Ranseur
Sovnya
Spetum
Swordstaff
Voulge
War-scythe
War hammer


Of course we dont need all of those, but it would be nice to have something other than B12 and steel fucking sword.
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Re: New weapons

Postby loftar » Thu Dec 15, 2016 12:47 am

The question is only, of course, how they'd meaningfully differ from each other.
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Re: New weapons

Postby lacucaracha » Thu Dec 15, 2016 12:53 am

How do they differ in real life?

Attacks could have cooldowns based not only on deck cards, but also on weapon type.

Spears could have a bigger range.

Katanas would have its damage based on agi (maybe also str?)

Swordbreakers are self explanatory

Daggers could have lower damage but higher armor pen (idk, maybe they could hit unprotected necks)

Some weapons could be good at breaking armour but not so good making damage

crossbows could be more powerful but have a shorter range.


@Edit

Spears could be more powerful when mounted on a horse.

@Edit2

Also, not only weapons, but different types of armours and equips that are also viable on fights. The combat system should have more effects, someone already suggested that carrying a b12 should quickly waste stamina, i also think that heavy armours should slow u down, and armour should protect more from 1 type of damage and less from another
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Re: New weapons

Postby ven » Thu Dec 15, 2016 1:02 am

loftar wrote:The question is only, of course, how they'd meaningfully differ from each other.

Through unique combat moves designed on a rock-paper-scissors pattern.

You could start from a few base values:

high penetration
low penetration

high damage
low damage

fast cooldown
slow cooldown

And add an additional effect for each one of them:
+3.0 wear damage on enemy shield
+1.0 to melee multiplier if used with shield up
+2.0 weight if used without upper body armor
extra multipliers if used in specific clothe sets (for example, if using the spear while in full ranger set)
bonus against bears
chance to disarm and drop the enemy's weapon
and so on
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Re: New weapons

Postby lacucaracha » Thu Dec 15, 2016 1:04 am

ven wrote:
loftar wrote:The question is only, of course, how they'd meaningfully differ from each other.

Through unique combat moves designed on a rock-paper-scissors pattern.

You could start from a few base values:

high penetration
low penetration

high damage
low damage

fast cooldown
slow cooldown

And add an additional effect for each one of them:
+3.0 wear damage on enemy shield
+1.0 to melee multiplier if used with shield up
+2.0 weight if used without upper body armor
extra multipliers if used in specific clothe sets (for example, if using the spear while in full ranger set)
bonus against bears
chance to disarm and drop the enemy's weapon
and so on

i thought about disarming opponent by idk, how do u think that would work? based on your/enemy dex and mc/uc? would it drop the weapon or just go to the inv?
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Re: New weapons

Postby viznew » Thu Dec 15, 2016 1:41 am

Disarmed should drop weapon like it's knocked out of hand mabye a flail has small chance to throw weapons away from char
I think Dex and strength def against agi and strength atk mabye?


Double handed weapons far harder to disarm

Idk if there already is but moves for certain weapons can vary and can only be used with that weapon (like ravens bite needs axe) so only say advanced moves that use IP are where thay stand apart and most use the same basic moves (like flails special hard to achieve disarm that throws weapon, or halberts ability to dismount riders easily and longswords sword breaking propertys would be what differs them)
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Re: New weapons

Postby lacucaracha » Wed Dec 21, 2016 8:16 am

Also the openings could be defined by the weapon type.
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Re: New weapons

Postby chocolaterain » Wed Dec 21, 2016 8:39 am

lacucaracha wrote:Also the openings could be defined by the weapon type.

That would make them too weak seeing you'd need only one defensive move per weapon type to get rid of the opening.
what a b e a u t i f u l duwang
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Re: New weapons

Postby lacucaracha » Thu Dec 22, 2016 12:17 am

chocolaterain wrote:
lacucaracha wrote:Also the openings could be defined by the weapon type.

That would make them too weak seeing you'd need only one defensive move per weapon type to get rid of the opening.

But i never suggested only one opening per weapon
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Re: New weapons

Postby linkfanpc » Wed Dec 28, 2016 12:32 am

Crossbows should be more powerful and accurate but require steel (for it and the bolts) and require you to manually reload them by RMB clicking a bolt onto the crossbow, and this process would be extremely slow. Maybe more armor penetration but less damage, while the bow is vice versa. I don't know, i just freaking want a crossbow!

Maybe different bolts?
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