17197, RE: Clarification
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>In my previous post I tried to give detail explanations how >wield command are supposed to work. At first glance it may >look complicated (though actually it is simplier than the >current system).
That is one opinion :) Chaining however many commands together doesn't make things easier for someone completely new to the game in my opinion.
>So now I feel that is also useful to give >overview and some clarification to my proposal. > >First of all, metacommands described in my proposal are >virtual commands. They can be mapped on real commands the way >implementator is choosing. >For example, "primary" command may be implemented as "wield" >and "offhand" command may be implemented as "dual". > >Below I will give some quick comparison for my proposal vs. >the current system so you would see that proposed syntax is >not more complicated. > >>My proposal What is does Current system >primary <weapon> wields >primary wield <weapon> >offhand <item> wields >offhand dual <weapon> or >wear <item> >remprimary removes >primary remove <weapon> >remoffhand removes >offhand remove <weapon/item> > > >So you may see that in 99% of cases 99% of characters will >work with four commands. Right now they are already working >with similar four commands which are less clear because of >many possible outcomes.
And that is the idea behind changing wield to always work. 99% of the time, 99% of the characters (all of which have wield) will have an expected outcome of success.
Dual-wield will not always have an expected outcome of success given that the biggest bonus to defenses is based on the primary wield. A dual-wield will provide some bonus, but it is better to guarantee the primary in any situation in my opinion.
I also don't think you need to have specific remove functions just for your primary/dual/held items.
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