[CF-Devel] Change in equip method.

David Hurst dnh at hawthorn.csse.monash.edu.au
Sat Jun 8 20:58:09 CDT 2002


>
     
      > On 04-Jun-02 Mark Wedel wrote:
     
     >
     
      > >   You could certainly just say that you have 2 arms, and a shield uses
     
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      one
     
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      > > arm
     
     >
     
      > > and a weapon uses an arm, and that you could use 2 weapons or two
     
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      shields.
     
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      > > Using two shields probably isn't that much a problem, but 2 weapons
     
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      certainly
     
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      > > are.
     
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      >
     
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      Tim:
     
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      > I think that can be solved by cheating on our part.  Only make the magic
     
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      for
     
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      > the weapon in the right arm count, or average the two together.
     
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      This would be a kettle of fish to open I think and I believe it has been
     
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      hashed out before (before my time anyway). I don't think you want to fudge
     
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      this into existance however, it would have to be well executed.  Following
     
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      the idea of extensibility of Mark's original proposal, you would want to be
     
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      able to handle combat the same way for any number of weapons.  I would
     
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      suggest that player races shouldn't ever have more than two possible weapon
     
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      slots however.
     
     
I don't think this is something to prevent, rather just don't implement
it completely. Alot of things we may not think are now useful or good,
but a year down the line we may really need it, and it will be harder to
implement then than now, I suppose on the same hand, it is far better to
implement what you need as you need it in software design. My personal
feelings are that we shouldn't specifically deny something unless we
absolutely have to.

>
     
      I'm not pushing for x handed fighting, but if it were to be done I think
     
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      that you would would want to calculate seperate attacks for each weapon and
     
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      assign some penalties for the secondary weapon(s).  You could put a loop in
     
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      the attack routine, check for number of attacks and assign a penalty after
     
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      the first.  You would do seperate attacks instead of averaging the attack
     
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      since the weapons could be have very different attack effects like elemental
     
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      or slaying, and you could also have weapons that added to defense ability.
     
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      Also all the really powerful weapons would have to be made two handed to
     
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      avoid unbalancing the game too much - meaning you would loose your shield
     
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      bonuses too when you used them, which would be good I believe.
     
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      I would not really go in for allowing x handed fighting unless the monsters
     
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      were able to do this as well (especially a six armed deamon with flaming
     
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      swords).  This would indirectly encourage ranged attacks too since some
     
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      things you would not want to get close to anymore since they would really
     
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      beat on you.
     
     
I know from fighting florentine, that which hand a sword goes in (size
etc) can make a big difference to how you fight because most fighers are
not ambidexterous, I would say though, that we can assume our beloved
hero in the game is =). More over, any very poerful weapon can be
limited by number of hands, magic interactions (ie like rings) or ego.

>
     
      should be the same case even when the two weapons are identical (even with
     
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      identical weapons the stratagies would be different - but you couldn't make
     
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      a skill for every combination).
     
     
Nor would you want to no.

>
     
      If you have multiweapon fighting, and monsters have multiple attacks, you
     
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      might also want to give the heavy fighter classes the ability to attack
     
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      twice with a two handed weapon as well which would be a skill as well.
     
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      On a tangent note, some of these more powerful skills (two handed attacks,
     
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      use magic, praying...) you might want to make impossible to get by buying
     
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      them (with money anyway).  Maybe set up nasty quests to get them or deny
     
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      them altogether unless you are a certain class.)
     
     
Hmm as Peterm once so rightly explained to me, alot of the time it is
the fun that is most important, but you should keep in mind things like
learning. Unlike alot of RPG/MUDS, our heros can learn any skill and
become proficient in it as long as he/she practises. I would like to
make a clear reason as to why various combos can't be used, I think this
ego idea does that very nicely.

Of course, no one has said they actually want to code this ;) and in the
end it comes down to that person as to how it is implemented =), I of
course am just stating my opinion.

dnh

    
    


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