cRPG
cRPG => Suggestions Corner => Realism Discussion => Topic started by: Admerius on August 07, 2014, 09:47:39 am
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Edit2: Locking this down and making mental note: "Speed bonus hard coded"
Edit1: Of course I choose "Good Idea, needs refinement though" on poll, so remove one vote from there if you disapprove of such "Voting for on own polls".
Other suggestions receiving more up votes(or less down votes...) than this will be included next time I check this thread)
Example:
Weight: Mod to speed bonus:
0,1-1 -75%
1,1-2 -50%
2,1-2 -25%
3,1-4 Unchanged
4,1-5 +25%
5,1-6 +50%
per +1 +25% more
Formula: <current speed bonus> * ((0 + 25*Weapon weight') / 100)
'=Affects on Sword of war will differ and many other weapons depending on how this is implemented
...Truncate to whole number then +1 = (Sword of war unchanged)
...or simply round it up = (Sword of war -25%)
Great maul(+0)= +100% or +125% :twisted:
Katana = -50% or -25% :P
Dagger = -75% :D
DGS = -25% or Unchanged
Possible bugs: Fists 0 weight? -100% Speed bonus!?
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Gets a no from me. This would be a massive nerf to one handed weapons, especially one-handed stabbing swords. They need every point of damage they can get with their naturally lower damage outputs.
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Gets a no from me. This would be a massive nerf to one handed weapons, especially one-handed stabbing swords. They need every point of damage they can get with their naturally lower damage outputs.
All of their swings naturally hit the head, so they really aren't as bad as you think.
However, I already talked to Tydeus about this and unfortunately speed bonus is part of the native engine, it's not a module so it can't be modified. So you can't change speed bonus for different weapon types or give cav more speed bonus than infantry or anything like that.
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This proposal would make Morningstar Cav even more OP than it already is.
Current speed bonus seems correct for everything except stabs delivered by agility characters, which can do over-the-top damage. However, it might still be balanced, because those same agi chars can kill themselves with their own speed bonus if they mis-time their stabs.
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Poll gets a No from me. That would be another step towards "use a mainstream build or fail". I like the variety of classes and that would nerf katana, daggers etc, who are already rather rare..
Current speed bonus seems correct for everything except stabs delivered by agility characters, which can do over-the-top damage. However, it might still be balanced, because those same agi chars can kill themselves with their own speed bonus if they mis-time their stabs.
Agi builds with light armor don't seem to be too strong in my opinion. The heavy armored melee with balanced build is as good or better in average.
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However, I already talked to Tydeus about this and unfortunately speed bonus is part of the native engine, it's not a module so it can't be modified. So you can't change speed bonus for different weapon types or give cav more speed bonus than infantry or anything like that.
Locking this down and making mental note: "Speed bonus hard coded"