cRPG

cRPG => Suggestions Corner => Topic started by: gazda on September 08, 2011, 11:06:16 pm

Title: Second mode for more weapons
Post by: gazda on September 08, 2011, 11:06:16 pm
There are a lot of weapons that where made for multiple types of attacks, like poleaxes, picks, etc. So i was thinking we should add these weapons ability to be used as they were made for, just like devs did it with 2h.In all cases the weapon model should just be simply fliped on horizontal axes. I have put up a list of weapons that I think should have  seconf mode, and their penalties and perks.

1h
Pickaxe - gets a small blunt damage
Hammer - gets a small pierce damage
Fighting pick - gets a small blunt damage
Iron war axe - gets a small pierce damage + speed penalty(only when used in second mode)
Military pick - gets a small to medium blunt damage
Broad one handed batle axe - gets medium pierce damage + speed penalty(only when used in second mode)
Steel pick - gets a small to medium blunt damage
Warhammer - gets a low pierce damage

Polearms
Bec de corbin - gets a medium blunt damage
Poleaxe - gets a medium blunt damage
German poleaxe - gets a low-medium pierce damage
Elegant Poleaxe - gets a medium blunt damage
Title: Re: Second mode for more weapons
Post by: ABCF on September 08, 2011, 11:08:31 pm
horse - eject
Title: Re: Second mode for more weapons
Post by: Tzar on September 08, 2011, 11:16:09 pm
Yeah i been thinking about this too would add alot of extra fun for 1h´s and polearms.
Title: Re: Second mode for more weapons
Post by: Rextard on September 09, 2011, 01:39:23 am
What would be really nice, is if you could set which mode it starts equipped in.
Could this in any way be done by having each bi-modal weapon present an equip screen option for each of the categories it can be used in? Then if you select it from the 2h list for example as opposed to the 1h list, it would start off in 2h mode.
Title: Re: Second mode for more weapons
Post by: partyboy on September 09, 2011, 06:36:30 am
every weapon should get the option to be thrown

fuckin throwing builds would rule then
Title: Re: Second mode for more weapons
Post by: theero on September 09, 2011, 07:23:01 am
every weapon should get the option to be thrown

fuckin throwing builds would rule then

I can see millions of flamberges cutting air like they were used by millions of RandomDudes.
Title: Re: Second mode for more weapons
Post by: Fartface on September 09, 2011, 08:26:46 am
i would throw great long axes FTW.
Title: Re: Second mode for more weapons
Post by: Camaris on September 09, 2011, 09:15:15 am
Great Maul is a dedicated throwing weapon.
Title: Re: Second mode for more weapons
Post by: Armbrust_Schtze on September 09, 2011, 09:56:18 am
+1 on this suggestion.

I remember the words of a donator on the old cRPG-page 'i wish I could press X to turn my poleaxe over'

this should be balanced, awesome and realizable..
Title: Re: Second mode for more weapons
Post by: eulenkaese on September 09, 2011, 10:39:08 am
Horsethrow would be nice
Title: Re: Second mode for more weapons
Post by: MrShine on September 09, 2011, 02:44:12 pm
every weapon should get the option to be thrown

fuckin throwing builds would rule then

RUUUUUNEEEEEEE

As long as the weapons not designed for throwing were really shitty (low damage low accuracy etc) I think this would be hilarious.  Someone making a rooftop last stand chucking random weapons at people charging up the ladder.

Title: Re: Second mode for more weapons
Post by: Mala on September 09, 2011, 03:11:49 pm
Sound a bit like wasted working time to me.

For expample the pickaxe. You already get an amour piercing bonus with it, so why it need a second option against armour?Or the warmahher. It has a strong blunt attack, so who would use a weaker piercing one?
Title: Re: Second mode for more weapons
Post by: Joelturuz on September 09, 2011, 06:18:51 pm
Agree with Mala there.

Also while I don't know how the mod system works and all that, wasn't there a problem at one point when dropped weapons wouldn't look like what they really were due to too many different weapons?
Since every secondary mode is actually an individual weapon, this could reintroduce the problem.
Title: Re: Second mode for more weapons
Post by: Bobthehero on September 10, 2011, 02:09:25 am
You cant flip weapons with X, you would need to create a new item that would use the flipped model, then have the first one use the flipped version as melee with the same anims.
Title: Re: Second mode for more weapons
Post by: gazda on September 10, 2011, 09:07:49 am
thats the idea
Title: Re: Second mode for more weapons
Post by: Kenji on September 10, 2011, 09:22:07 am
Allow Great Lances be able to poke while on foot :D.
Title: Re: Second mode for more weapons
Post by: Bobthehero on September 10, 2011, 09:35:15 am
thats the idea

You realize someone is going to have to flip all the stuff  you just suggested, create a new item, put said new item right behind the unflipped version, then create a new flipped version for every heirloom and damaged version, seems quite a bit of work for such little change.
Title: Re: Second mode for more weapons
Post by: gazda on September 10, 2011, 03:43:31 pm
craeating new lods for these wepons is a drag n drop thing, easy. Adding those items is almoast as easy, and as for looms, they dont require a seperate model. And the devs that are in charge of items, are pretty much sleeping and not doing anything at the momen, and it wouldn effect other features of crpg, since the people who do those other features dont have anything to do with items.
Title: Re: Second mode for more weapons
Post by: Munchkin9 on September 11, 2011, 03:16:29 am
A note on the throwing: this would only be viable if the thrown mod of the weapon could only be accessed if a strength requirement was met that is way above the one of the weapon. So to throwing a flamberg  would be near impossible for the strength requirement, but throwing your long dagger would be available much sooner.

On the note this thread is actually about...I agree with those that say this is not worth the work it would require, be that only a little. I am a two-hand user and I can tell you I never use the secondary mod. I see no reason for it.