Changing existing combat skills in meaningful ways

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overtyped
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Changing existing combat skills in meaningful ways

Post by overtyped »

Instead of adding a new skill for every new weapon, you could change existing skills, so it's less of a clusterfuck. These two weapons were historically used to decent success.

Gauche(parrying dagger)(used in place of a shield) It would increase the duration of parry(maybe double duration?), but you wouldn't be able to shield up.
Buckler:(A small shield) It changes the function of shield up. Instead of 3x melee, it's 1x but it's cooldown is reduced(maybe halfed?). ( it makes sense, because a small shield isn't going to block as well as a full one, but it's more wieldy.
Last edited by overtyped on Fri Dec 11, 2015 5:19 pm, edited 3 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Asgaroth22
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Re: Changing weapon skills(without adding new ones)

Post by Asgaroth22 »

I like that. If different weapons interacted different with various attacks/blocks, it would only add to the combat diversity.
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jorb
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Re: Changing existing combat skills in meaningful ways

Post by jorb »

Adding a new skill for every weapon? A new attack, you mean? Sword already has overlap with both axe and spear, for example. The idea is that the attacks should work with multiple weapons.
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venatorvenator
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Re: Changing existing combat skills in meaningful ways

Post by venatorvenator »

jorb wrote:The idea is that the attacks should work with multiple weapons.
Why generalize like that though? It makes combat very linear.
Every weapon had a different application in combat and if that's applied to the game it would make engagement more strategic and diverse. Moves that pierce, damage armor, ignore armor, or which use different stats are what I have in mind.
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overtyped
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Re: Changing existing combat skills in meaningful ways

Post by overtyped »

jorb wrote:Adding a new skill for every weapon? A new attack, you mean? Sword already has overlap with both axe and spear, for example. The idea is that the attacks should work with multiple weapons.
That is exactly not it.
I'm saying to change existing moves based on what you are wearing.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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jorb
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Re: Changing existing combat skills in meaningful ways

Post by jorb »

Modify the deck...?
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overtyped
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Re: Changing existing combat skills in meaningful ways

Post by overtyped »

jorb wrote:Modify the deck...?
yes, it would make people pay attention to what their opponent is wearing, rather than everyone has the same build.
Well, it's just a interesting idea.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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jorb
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Re: Changing existing combat skills in meaningful ways

Post by jorb »

So that the deck is effectively determined by what you are wearing?
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overtyped
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Re: Changing existing combat skills in meaningful ways

Post by overtyped »

jorb wrote:So that the deck is effectively determined by what you are wearing?
no, just some aspects of it.
Like a small shield, has less cd but less defense when using shield up.
Or a off handed weapon for parrying (instead of a shield), makes your parry skill last longer.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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jorb
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Re: Changing existing combat skills in meaningful ways

Post by jorb »

Right. So that the weapon type is relevant more often, quite simply? Sure. That could be more of a thing.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose

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