[CF-Devel] RE: few things (Weapons stuff and PR)

David Hurst dhurst at it.swin.edu.au
Sun Dec 3 19:55:11 CST 2000


This is dnh, but my work account,

>
     
     Just note that -100 equals double damage, but +50 would be half damage.
     
     
Sorry yeah, I was still thinking in terms of the old system. 50 resistance
is not the same as protected 50%.


>
     
     But I agree - some races could very well get minor resistances (plus and
     
     minus).  However, if they are minor enough, there
>
     
     may not be a big point.
     
     
Following this logic there is little point in having spears, axes etc.
Because a sword is better anyway. Minor differences make characters more
unique and closer to the "actual" races =).

>
     
     As I said on IRC, for non damaging attacktypes, currently the protection
     
     value
>
     
     you have just affects the saving through.  This could/should perhaps be
     
     modified
>
     
     to reduce duration as well.
     
     
Yup, I think it should reduce duration as well if you can do that.

>
     
     1) hit player would need to be modified to pass the weapon that is doing
     
     the
>
     
     attack.  This may not actually be bad - for things like spells, the spell
     
     effect
>
     
     could be passed, with hitter being the owner of that.
     
     
Erm, well I was planning on basically rewriting the attack code (My brother,
njh, will be able to help me do this). This is because there are currently
several fatal flaws that will become apparent when we add multiple weapons
etc.

>
     
     2) The weapons themselves would need a weapon_speed_left of the like (or
     
     maybe
>
     
     just use speed).  Then when the player attempts to attack something, you
     
     would
>
     
     need to find all the weapons in the player inventory and pass them along.
     
     But
>
     
     to do this efficiently, you really need to have a pointer in the player
     
     >
     
     structure pointing to the characters active weapons - you do not want to
     
     have to
>
     
     search the players inventory for the equipped weapon each time they attack.
     
     >
     
     Presumably, only players could use two weapons, so this is not a big deal.
     
     
This is exactly how I planed on doing it =).

>
     
     3) For the special attack skills, you have to be careful.  You certainly
     
     can't
>
     
     use fire touch if you have weapons in both hands.  To go with the pointers
     
     to
>
     
     ready weapons, you probably need an array then if you plan to support an
     
     >
     
     arbitirary number of weapons.
     
     
No creature other than a fireborn has or probably will have firetouch. The
fireborn can't use weapons, I can't see the issue of having weapons in both
hands being a problem. =)

>
     
     4) As for two shields - unfortunately, there is no size listing for shield.
     
     I
>
     
     think for 'realism' and balance, only let them use one shield at a time.
     
     
Erm, if you were a hero and you got backed into a corner and all you had was
two shields, realistically would you use them? I know I would. I think it
adds a certain flair and realism if a player can equip whatever he wants in
his hands. In hindsight shields are currently quite poor with only 2 - 3
being of any great use especially in comparison to the high powered weapons
around. I really think we should not put blocks on anything that uses hands,
fair is fair.

>
     
     the formula for weapon speed (common/living.c, around line 1220 with the PR
     
     >
     
     code):
     
     
This is what I wanted to know, in particular this -> common/living.c =). I
was looking around in attack.c and time.c =)

>
     
     Unfortunately, the way it does it right now isn't that good...
     
     
This i know, this I intend to change =)))

"I don't like the idea of limited rate - the current problem is that bows
are
considered useless, and its too much a pain to haul around 500 arrows.

 I personally don't see any problem with unlimited ability to pull out
arrows at
whatever speed is needed.  But I think the arrows should just be normal
arrows,
so you may still have use to pick up those magical arrows, arrows of
slaying,
and so forth.

 Something like this could be useful starting equipment for a archer type
class."

Yup, it took 48 arrows for Peterm to kill a raas yesterday =|
Well i mainly suggested the cool down period for anyone who was worried
about unlimited arrows being unbalanced. Personally I think archery is a
wasted skill right now, in most RPG games I love to get the old bow and and
pepper things before they get in range, in crossfire this is just not
possible. Unlimited arrows are direly needed IMHO, whether they be slower or
not. As I said I leave this open to anyone, but I wouldn't think it would be
to hard to implement at all.

I recently added 3 new bows, the purpose of which was to allow alittle more
balancing in archery. If anyone is unhappy with their speeds, please do
change them, the values I suggested were because I like to have realistic
firing, and I didn't think firing 5 arrows in a second really very
"realistic". If this is annoying change it.. I would like to see the "bow"
all but removed and replaced by the range of bows I have created "Hunters,
Composite and Longbow".

As I have said to Peterm on many occasions, I would really love to see an
archery caste and haved made alot of changes to archery to make the caste
"worth while" as archery was so poor at the time Peter felt there little
point in such a caste. I am quite happy to draw up graphics for an archer,
and having unlimited quivers would be one of the best things archery could
have currently. On the same theme, I believe we should split missile weapons
into, throwing and archery. Firing a bow is VERY different to throwing a
dagger let me assure you.

dnh














    
    


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