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Top General Discussions Gameplay Topic #1941
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DagonSun 10-Aug-03 09:11 AM
Member since 10th Aug 2003
2 posts
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#1941, "Idea regarding combat"


          

Keep in mind, this is just an idea, and I realize it would take a massive amount of coding to implement.

What if weapons actually dished out damage according to what they are, in combination with the opponents armors. Hammers, maces, and such would definitely deal out more damage against a foe in full plate than say, a dagger would. However, the dagger-wielder could strike more often than those wielding axes or maces.

I know that was a bit disjointed, but I'm in a rush over here, forgive me. I think something along those lines could lead to a plethora of new skills. Dagger-wielders and swordsmen would have to learn the intricacies of different armor types to be able to strike at the joints and gaps, but would have no problem dealing with a lightly-armored foe. Likewise, axes could smash through a chestplate, but would put you at a disadvantage against that thief with a short sword.

Also, with the previous ideas in mind, let's say you face a maceman. After the battle, your armor is worn, beaten. A skill could be implemented for repairing armors, which would slow down the pace of these mass-scale battles we have. When someone fights non-stop for a good while, you would think they'd need to sharpen their blade and straighten the kinks in their chainmail.

Just a poorly written idea, hurried and disjointed. Do forgive me.

  

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robturnerMon 11-Aug-03 02:15 AM
Member since 24th May 2003
47 posts
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#1947, "Think of it like this...."
In response to Reply #0


          

If you got that technical at, then in all reality of matters a single blow from an axe or sword would more than likely kill you.

Not sure about you, but if in RL there were giants hitting you in the head with a 25 lb. mace, more than likely you are not gonna yell and fight back. You are just gonna die. End of story.

  

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Circuits Edge (inactive user)Mon 11-Aug-03 04:14 AM
Charter member
posts
#1948, "RE: Think of it like this...."
In response to Reply #4


          

If in RL giants began hitting me with 25lb maces, I would take them all down like Bruce Lee. End of story.

  

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GherianSun 10-Aug-03 07:35 PM
Member since 22nd Jun 2003
33 posts
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#1943, "RE: Idea regarding combat"
In response to Reply #0


          

Think you're failing to realize the full range of weapons. You say axes, maces and swords...except it isn't really that simple. While an epee may need to find the gaps in that armor, a claymore wouldn't. What about whips and flails? How well does that find a gap? What about hand axes, they don't exactly have the size and weight of battleaxes, so would they crack through full plate? As it is, weapon type is a rather broad category, swords are just swords, one or two handed. Likewise, armor is just armor. Something like what you're talking about would involve quite a bit of changes for little reward in the end.

  

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DagonSun 10-Aug-03 07:41 PM
Member since 10th Aug 2003
2 posts
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#1944, "RE: Idea regarding combat"
In response to Reply #1


          

I was merely thinking of applying the weapon weight to its value in combat vs. armored foes. Likewise, the weight of the armor would give some indication to its density and protective value. I know its a lot of code, just putting forth a thought on the matter. Also, I wouldn't expect to see this on CF, I was pretty much just asking for thoughts on it.

And as to whips and flails, I could see a flail bludgeoning through some armors, but whips... Hrm.. whips would probably be used more to control your armored opponent rather than damage them... a whip-wielder would likely want to switch to something more appropriate for the situation.

Thanks for the response, and everyone, please, have a happy day.

  

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SailatinuSun 10-Aug-03 10:15 PM
Member since 27th Jul 2003
115 posts
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#1946, "RE: Idea regarding combat"
In response to Reply #1


          

Also, let us not dismiss the fact that yes these same rules may apply to normal armor, but magical armor may have other particular protections on it, providing protection from normal 'simple' weapons.

Which from the standpoint of someone wanting to perfect skills/spells very easily by fighting with someone when we know our weapons will never go beyond damaging the armor would be great, but horrible for game balance.

  

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