There is a lot of postings going into the 'change in equip' thread. A lot of different items are being brought into this one thread and it might be good to rehash and clarify. Since I am partly responsible for forking the discussion I though I should try to untangle it a bit. I also did some limited research on the topics being discussed, I went back to in the archives of this forum and found all these issues were discussed in December 2000. Some of the discussion was very similar to what has come up this month (David Hurst discussed coding multiple weapon check and attacks, Peter Mardahl dismissed the bow- shield issue as unimportant, Andreas Vogl spoke about how missile weapons sucked) Well imagine my embarassment coming in to a reprise conversation as a newbie. anyway here goes: 1. Mark Wendel brought up the idea of changing the way that items are equiped. > Currently, the type of object determines how man you can wear, and if you can > wear it at all. It is hard coded that you can wear 2 rings, 1 helmet, 1 suit of > armor, etc. some of the flag_can_use_armor refine this in a very primitive way. > The change would basically modify equipable objects to specify whay body > location (or equip location) they go on. For example, helmets would have a line > added like 'equip_location head', armor would have 'equip_location torso', rings > 'equip_location finger', etc. Objects could specify multiple locations - > 'equip_location weapon_hand,shield_hand' could be used to allow 2 handed weapons. Thats it. This did not bring up allowing multiple weapons or multiple weapon combat, although it would work nicely towards equiping multiple weapons. 2. Multiple weapons I believe David Hurst brought up the two weapon thing, which no longer a suprise to me after reading his messages from december 2000. I know that Mark mentioned the problem with using two weapons and Tim Rightnore replied that the bonuses could be fudged to make thing more balanced. I though I was thinking clearly and jumped in on how two weapon attacks should work but I thought that it should be designed to work with any number of weapons since this went along with the kind of open ended equip method that Mark was suggesting and since this is a fantasy game where 3, 6, and 12 armed monsters are possibly right around the next hallway. I just thought that if the code was to be updated for two, then it could be updated for x instead to make things easier in the future. (I also thought it would be cool to make some monsters with multiple attacks...) Making a skill for multiple weapon use is also a good idea to control it a bit, although if you can buy it for 1000pl, it isn't really going to slow anyone down. If you have monsters that can do multiple melee attacks you might want to have a skill for doing multiple attacks with a two handed weapon as well (namely two handed weapons like swords or battle axes), since otherwise these weapons will be at a disadvantage. God, it never ends...It's obvious there is a lot of balance issues for melee combat with multiple weapons. Just for the record, I don't necessarily advocate multiple weapon combat being introduced, at least not for players. I just thought to point out how it could be built off of Mark's proposal. I found it amusing after the fact that David had responded to my mail saying some one would have to write the code, although at the time I didn't see the irony in this comment. 3. Bows for two hands Mark: > Now the only really noticable aspect to this to players would be changing the > range locations. They current range location is really a leftover from long > ago. With this change, I would make it so there is only 1 range slot (which > horns, bows, wands, skill tools, etc, would all vie for). This simplifies the > code a great deal on the server, and probably makes more sense anyway. One problem with bows currenlty is that you can equip them as a sort of amulet to get bonuses. Also if you have two handed swords you cannot benefit from a shield, but when you use a bow you can benefit from a shield. Changing bows to two handed weapons seems to be something that others agreed with as well, but I hope that it comes about as a result of the changes that Mark proposed in the equip method and not just by itself, since that would be the best way to handle it I believe. There are three ways to do combat in the game, melee, ranged weapon and magic, but it is a lopsided triangle and ranged combat is the runt of the litter here (mainly the monsters run at you too fast and/or the areas are too confining). That's another discussion. I still think it would be a good idea to make bows and crossbows two handed weapons and to clean up the range locations as Mark suggests, although I do know that this will make bows even less attractive, from what I am hearing, they are not being used much anyway. It would be nice if there was still a ranged weapon 'slot' and a melee weapon 'slot' and selecting the ranged weapon disabled the bonuses of the melee weapon and vice versa, and if the ranged weapon was two handed , disabled the shield bonus, but I'm not gonna go there. So that's it. Three items that are related but not dependent. As David said, "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 am just making suggestions. (I also went out and got an ansi C primer).