cRPG

cRPG => Suggestions Corner => Topic started by: FF_BenjaminFranklin on January 30, 2011, 01:57:42 am

Title: IMPLEMENT MUSKETS ALREADY
Post by: FF_BenjaminFranklin on January 30, 2011, 01:57:42 am
Provide for the common defence and ensure domestic tranquility. Do the right thing.

P.s. They can be as shitty as you want.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Shortppl117 on January 30, 2011, 02:10:21 am
lol make it so when you shoot you have more of a chance of hitting yourself then a bad guy also make it sound epic as hell
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: NuberT on January 30, 2011, 02:14:23 am
holy shit NO, we have enough crap flying through the air
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: FF_BenjaminFranklin on January 30, 2011, 02:41:22 am
They already have the store tab for it, why not make use of that tab? I think this will bring the aspect to crpg we are all looking for. Wisdom.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: ITHROWSHIT on January 30, 2011, 02:43:25 am
please implement jihad suicide bombs, thnx
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Joxer on January 30, 2011, 07:07:07 am
Yes please. Even if they're useless in battle!
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Whalen207 on January 30, 2011, 07:26:48 am
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^ Best way to kill a tin can. Do it bundle of sticks.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Dunecat on January 30, 2011, 07:29:36 am
please implement jihad suicide bombs, thnx
Bombs and suicide bombers have nothing to do with jihad.
On topic: would you like some normans with muskets?
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Mattressi on January 30, 2011, 07:37:20 am
Bombs and suicide bombers have nothing to do with jihad.
On topic: would you like some normans with muskets?


Would you like some Normans with katanas and composite bows? This mod doesn't seem to be even remotely about historical accuracy lol
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Memento_Mori on January 30, 2011, 07:38:38 am
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSsssssssss
Please :)
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: FF_BenjaminFranklin on January 30, 2011, 07:39:00 am
TBH if a musket that was as bad as the firebombs are was put in I'd be happy with it.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: ITHROWSHIT on January 30, 2011, 07:47:17 am
Bombs and suicide bombers have nothing to do with jihad.
On topic: would you like some normans with muskets?


this point is accurate but irrelevant.  Jihad bombs would, of course, only kill Christian players
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Gnjus on January 30, 2011, 09:39:59 am
TBH if a musket that was as bad as the firebombs are was put in I'd be happy with it.

Shouldn't you be dead for like 200 years ? Go back to your grave fatty, and take your musket with you.  :wink:
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: BD_Guard_Bane on January 30, 2011, 11:40:52 am
This got discussed many times, and there were also many polls, and the result was usually that a pretty significant majority of players didn't want them.

The main problem isn't historical accuracy (who cares?), but that they'd be difficult to balance (and also the devs would have to get models and stuff - I think there's only a pistol model in native).

Personally I think they'd be difficult to implement in cRPG without a lot of balance problems, and it'd take a lot of time and whine to make them fit in.

But, I think they'd be nice for strategus. Disregarding the problems of balance etc (probably would be best to make them underpowered, expensive, and rare), I think it would be kind of cool to have them show up occasionally in Strat battles and represent the first firearms being introduced to Calradia.

Maybe really, really inaccurate, glacial reload time, and xbow level pierce damage. Sort of like a one shot luck based thing out of desperation. There'd be little practical purpose in having them, but it'd add flavour. Maybe a really rich faction would buy some to show off, or for fun. And you'd have to somehow get the smoke so it didn't lag everyone.

I think firearms are a difficult thing to introduce, and it should only be for flavour, not for a serious weapon class. 

Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Welcome_To_Hell on January 30, 2011, 04:11:57 pm
chadz gave a statement a while ago that there will be no firearms in CRPG.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Cain on January 30, 2011, 04:30:16 pm
1 use and 1 use only...Duels.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Dreakon_The_Destroyer on January 31, 2011, 06:18:14 pm
just wait for fire and sword. then u can go play native with sum guns. otherwise swords mixed with guns pretty much ruined final fantasy. i vote NOOOOOOOO friggen way
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Dreakon_The_Destroyer on January 31, 2011, 06:20:04 pm
maybe mayyyyyybe a 1 shot flintlock would be cool.

mayyyyyyybe
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Blondin on January 31, 2011, 07:45:56 pm
No, this will completely change the mod mechanic and game-play, as said swords and guns don't work together, you can't have both.

Mods with guns are center on guns. Like Mount and Musket it's a totaly different game and you don't play it as you play cRPG.

Or create a new crpg style mod centered on guns (a MM crpg)
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: FF_GeorgeWashington on January 31, 2011, 07:53:32 pm
No, this will completely change the mod mechanic and game-play, as said swords and guns don't work together, you can't have both.

Mods with guns are center on guns. Like Mount and Musket it's a totaly different game and you don't play it as you play cRPG.

Or create a new crpg style mod centered on guns (a MM crpg)

Fable II, III
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: JohnAdams on February 01, 2011, 02:12:06 am
the guns would probably pretty much end up being reskinned sniper crossbows, i don't see why it would have to imbalance the game if they were added.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Reinhardt on February 01, 2011, 02:14:26 am
They already have the store tab for it, why not make use of that tab? I think this will bring the aspect to crpg we are all looking for. Wisdom.

Why not make cRPG 1700's edition instead. Or cRPG 10,000 BC edition?
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Visus on February 01, 2011, 02:22:31 am
Why not make cRPG 1700's edition instead. Or cRPG 10,000 BC edition?
Screw that. Im still waiting for Rome.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Dunecat on February 01, 2011, 09:33:02 am
Fable II, III
Dedicated fantasy, a literally fairytale infact, is a poor example.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Artyem on February 01, 2011, 09:37:04 am
Dedicated fantasy, a literally fairytale infact, is a poor example.


Oh, Dunecat, your italicized wisdom has proven resourceful again.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Krakatit on February 01, 2011, 09:50:42 am
Muskets would ruin whole style of the game...
But there are lots of players without style too - samurai with xbow, plated archer with milanesse helmet, i even saw ninja clan member in full plate with danish greatsword...
                         
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Dunecat on February 01, 2011, 09:56:17 am

Oh, Dunecat, your italicized wisdom has proven resourceful again.
I'm almost flattered.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Wookimonsta on February 01, 2011, 01:39:50 pm
hmm
i think muskets are worth some experimenting. Just to see what happens. If they really suck, remove em
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Sohei on February 01, 2011, 02:45:53 pm
why not have muskets really cheap, really inaccurate with an long reload speed.
or
have one shot use pistols, you fire and then you drop em.

since it will be cheap people cant really complain.

kinda like an inaccurate peasant ranged weapon.

Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Apostata on February 01, 2011, 04:41:02 pm
Let me introduce my little defense of firearms in cRPG


1. cRPG was meant to be versatile
   For the sake of versatility, stuff like shurikens, katanas, new armors and plenty of weapons have been added to the mod. Most of such contributions were merely cosmetical, as katana is just quicker spamitar and shurikens are (pretty) sharpened stones. However, this state of things ended when  flamberge, bar mace and long maul come to the game, changing the limits of their weapon type. There are now no limitations  for adding stuff which is, arquably sensible. Point 3

2. cRPG needs more fresh air.
  As far as I was pleased by chadz's great care for balance just conditions of warfare on cRPG, I am still kinda bored of shield vs. ranged mania in the game prevailing every decade since the most famed birth of cRPG. That would be okay if I wasnt aswell bored with 2H feint festival which 2 handers have to produce at expense of good looking combat to hit at 80% cases some huscarl shielded man. I hope I am not the first, who, when looking at cRPG combat felt weird even to witness combat full of ranged/feint/rape. I feel that some kind of ranged weapon, being able to penetrate any kind of shield under circumstances of great penalty on accuracy and reload time, together with limited ammunition could bring...

3. More teamwork!!
Yes, I always dreamed about cRPG as about mod giving us real teamwork. In first versions of cRPG it seemed very promising (does anyone remember shield walls and so on?). With recent version, I am not really sure about any kind of complex teamwork excending HOLD and STAY expressions. With adding ranged weapon of questionable accuracy and powerfull impact on toehold of cRPG infantry (shielded), perhaps squadrons and lines of ranged infantry might be formed as a new tactical enhancement using the power of unnaccurate gun, otherwise unusable in mass. I feel really sorry for we will never see pike formations because of super ranged abilities of bows and crossbows.


hand-held cannon
Cost: 15 200
weight 10.75
requirement 15 (str)
spd rtng 12
shoot speed 87
thrust damage 91 pierce
max ammo 1
accuracy 60 (!)
bonus against shield


Whats so hard about it?
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: FF_Patrick_Henry on February 01, 2011, 05:09:13 pm
Model 1766 French Charleyville black powder flintlock muskets, smooth bore means no rifling means poor accuracy and a weight of 10 lbs means we won't have any swingin dicks pretending to be Davy Crocket. Let's do it.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: woody on February 01, 2011, 05:23:11 pm
Great idea!

I would really like a Chieftain tank, make it the early version with the lower calibre main gun to balance it.

And if ninjas complain - implement the Stealth bomber already.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Welcome_To_Hell on February 02, 2011, 12:20:27 am
Let me introduce my little defense of firearms in cRPG


1. cRPG was meant to be versatile
   For the sake of versatility, stuff like shurikens, katanas, new armors and plenty of weapons have been added to the mod. Most of such contributions were merely cosmetical, as katana is just quicker spamitar and shurikens are (pretty) sharpened stones. However, this state of things ended when  flamberge, bar mace and long maul come to the game, changing the limits of their weapon type. There are now no limitations  for adding stuff which is, arquably sensible. Point 3

2. cRPG needs more fresh air.
  As far as I was pleased by chadz's great care for balance just conditions of warfare on cRPG, I am still kinda bored of shield vs. ranged mania in the game prevailing every decade since the most famed birth of cRPG. That would be okay if I wasnt aswell bored with 2H feint festival which 2 handers have to produce at expense of good looking combat to hit at 80% cases some huscarl shielded man. I hope I am not the first, who, when looking at cRPG combat felt weird even to witness combat full of ranged/feint/rape. I feel that some kind of ranged weapon, being able to penetrate any kind of shield under circumstances of great penalty on accuracy and reload time, together with limited ammunition could bring...

3. More teamwork!!
Yes, I always dreamed about cRPG as about mod giving us real teamwork. In first versions of cRPG it seemed very promising (does anyone remember shield walls and so on?). With recent version, I am not really sure about any kind of complex teamwork excending HOLD and STAY expressions. With adding ranged weapon of questionable accuracy and powerfull impact on toehold of cRPG infantry (shielded), perhaps squadrons and lines of ranged infantry might be formed as a new tactical enhancement using the power of unnaccurate gun, otherwise unusable in mass. I feel really sorry for we will never see pike formations because of super ranged abilities of bows and crossbows.


hand-held cannon
Cost: 15 200
weight 10.75
requirement 15 (str)
spd rtng 12
shoot speed 87
thrust damage 91 pierce
max ammo 1
accuracy 60 (!)
bonus against shield


Whats so hard about it?

It will become a kill button primary weapon.

Don't bring a gun to a sword fight and don't bring a sword to a gunfight



Everyone will be hiding around corners to reload having extremely long and annoying shootouts. This is how it was post patch on majority of the urban maps. With muskets ability to penetrate shields and insta kill damage it might as well be MM mod.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Apostata on February 02, 2011, 12:56:56 am
Why? Any other kind of bow or crossbow can easily take them down. What would be their point?

I am tired to adressing or even replying to grandma's wise saw.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Christo on February 02, 2011, 02:43:40 am
Muskets? Nah. Maybe an Arquebus.
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Stormcrow on February 02, 2011, 03:14:04 am
Quote
It will become a kill button primary weapon.

You mean like throwing lances, its everyones primary

weight 3
requirement 7
spd rtng 80
shoot speed 17
thrust damage 60 pierce
max ammo 2
weapon length 130
accuracy 102
Bonus against Shield
Secondary Mode

one hit kill, zero accuracy

hand cannon wouldn't be much different except for a panifully long reload

Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Blondin on February 02, 2011, 09:55:43 am
Throwing lance - Requirement : 7
Big investment in skill point.

Your mount and musket idea - requirement : 0
No investment in skill point, random dude can have a gun and kill anybody in one shot.

I understand that you guys love to play MM, make volley fire, move in formation and fight against the Emperor.
It's a fun mod, great work, i play sometimes. But this is a totaly different mod, with different rules, different game mechanics.

cRpg is a beta, there is a lot of work to do for the dev team, to try to fix and balance every weapons, every class. And now you want to implement a weapon that is very hard to balance?
Why not, but when all the stuff have been done, when strategus will be ok, with trade, crafting and all other stuff that chadz reserve for us.Sorry to say, but i guess guns are not a priority, down low in the todo list.


Btw you speak of pike formation, shieldwall and tactical stuff that you regret to not see in crpg. Did you ever play Strategus?
Title: Re: IMPLEMENT MUSKETS ALREADY
Post by: Arked on February 02, 2011, 10:01:13 am
XV century guns.

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Musket wouldnt be "era accurate".