cRPG

cRPG => Suggestions Corner => Topic started by: Exitialis on July 16, 2012, 10:52:05 pm

Title: New Unique Weapons
Post by: Exitialis on July 16, 2012, 10:52:05 pm
It would be awesome if we added more unique weapons to c-rpg, weapons that fulfill only one purpose and such.
These are the ones I can think of right now:

1. Poisoned Dagger
If you manage to hit someone with this dagger it would:
A. Take 1 hitpoints every 2 seconds.
or
B. Take 15 hitpoints every 30 seconds.
It wouldn't work very well on heavily armored dudes, and should have a maximum number of uses. (Such as 2 or 5)
Basically copy the normal dagger we have now and name it poisoned dagger, then increase the upkeep by A LOT.
Have it take 2 slots or something as well.



2. Caltrops
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These would be throwable weapons you can place/throw on the ground. They would either:
A. Slow down all horses and infantry by 90% for a couple of seconds, and take a minor ammount of HP.
or
B. Stun all horses and infantry and take some ammount of damage.
They would basically be medieval mines.
To balance these, make the upkeep high on them. And 1 or 2 per stack. Each would take 1 or 2 slots.



3. Chinese Medieval Grenades
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These would be throwable objects that would:
A. Stun and inflict damage on X number of players within the AOE.
or
B. Stun a small number of players within the AOE.
To balance it out, have the upkeep on it at 20 000 gold or something. Make the animation for throwing it SLOW, and have it take 2 or more slots. 1 in each stack.



4. Morningstar with Chain
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Have it randomly smack the user in the face if he misses.



5. Explosive 1 time use spear.
This spear would have a small explosive near the tip. Once sucessfully stabbed an enemy it would:
A. Explode, stun and cause damage to x number of players within the AOE.
or
B. Explode and instantly kill the target, stunning nearby players.
or
C. Explode and instantly kill the target.
It will be a one time use weapon, with high upkeep and 2 or more slots.



6. Blow Darts.
These would either come as poisoned variants or normal variants.
The poisoned would work much like the dagger, with a high upkeep, very expensive and wouldn't work well against heavily armored targets.
The poisoned would also be much less accurate than the normal one.


For 3, 5 and 6 check this image:
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(The explosive spear is to the right with a small object to it's side, darts and bombs are to the right as well)


Got any more ideas?
What do you think?
Discuss.
Title: Re: New Unique Weapons
Post by: HarunYahya on July 16, 2012, 10:59:27 pm
This is not the game you are looking for man .
Check steam sale you might find something interesting for your taste.
Title: Re: New Unique Weapons
Post by: LordBerenger on July 16, 2012, 10:59:29 pm
+1 for all weapons but 2handers do not want change so not gonna happen.

Also that Morningstar with chain won't happen as it doesn't seem possible (devs ?).
Title: Re: New Unique Weapons
Post by: sF_Guardian on July 16, 2012, 11:00:32 pm
The fuck?
Dont bring such bullcrap in the game I love!
Overall I`d say most of the ideas are shitty, already suggested,
were in game long ago (grenades) or are not possible due
to game engine (Morningstar on chain)

tl;dr: big - from me

+1 for all weapons but 2handers do not want change so not gonna happen.

Also that Morningstar with chain won't happen as it doesn't seem possible (devs ?).

I´m a full str Hoplite and dont want it...
Title: Re: New Unique Weapons
Post by: Teeth on July 16, 2012, 11:01:26 pm
+1 for all weapons but 2handers do not want change so not gonna happen.

Also that Morningstar with chain won't happen as it doesn't seem possible (devs ?).
This game has no physics, it would look very silly.
Title: Re: New Unique Weapons
Post by: gazda on July 16, 2012, 11:06:40 pm
1.poisoned wepons
its been discussed many times in past, and since there is still none, you can take a guess and say it wont be implemeneted

2.caltrops
what does this have to do with medieval warfare? why should this be in crpg?

3.granade was removed for good from crpg, and theres a good reason for that

4.morningstar with ball actually swinging on chain is mot likely impossible to make in warband(maybe trough some vertex animations, but it would still look very very silly and unrealistic

5.explosive spear reason why not go for it is same as for granade

6.blow darts were not really wepon used by medieval europe, maybe the ground for implementing them lays in fact that we already have samurai stuff, so adding ninja stuff wouldnt be so off topic. but it would require a new animation, maybe if theres any volounteer? But again, the question is , is it worth it
Title: Re: New Unique Weapons
Post by: Kelugarn on July 16, 2012, 11:13:03 pm
(click to show/hide)

tl;dr No... Just no.
Title: Re: New Unique Weapons
Post by: Exitialis on July 17, 2012, 12:20:38 am

That's not even how poisons work.

If you're wearing moderately thick soled leather boots caltrops won't do anything, let alone stop shod hooves.


tl;dr No... Just no.
You seriously mean we should argue about "realism" in c-rpg? Stop kidding around.
Close to real is the only thing that applies here, as such, I see no problems with poisons nor caltrops.

Obviously, caltrops and poisons wouldn't work (well) against armored targets.
The caltrops could just be made sharper, to work against all kinds of targets.


I don't understand why some people are against the idea of unique weapons? It would bring increased diversity and tactical thinking.
But I guess you can't ask for too much "thought" in c-rpg.

@koyama
Been playing this since years back, exactly the game I love. Only want to spice it up a little.

@tl:dr'ers if you haven't read, then don't post.
Title: Re: New Unique Weapons
Post by: Zerran on July 17, 2012, 12:31:45 am
I greatly dislike all of those except the flail, and it is, sadly, not possible with the game engine.
Title: Re: New Unique Weapons
Post by: Strider on July 17, 2012, 12:33:09 am
These are very unique items. I would love to use them in this mod.
But sadly are gameplay is no tadvanced enough for these types of weapons.
I completely love the Morningstar with chain. I beleive there must be some way it could be made without all the complex effects.
Title: Re: New Unique Weapons
Post by: sF_Guardian on July 17, 2012, 12:36:49 am
You seriously mean we should argue about "realism" in c-rpg? Stop kidding around.
Close to real is the only thing that applies here, as such, I see no problems with poisons nor caltrops.

Obviously, caltrops and poisons wouldn't work (well) against armored targets.
The caltrops could just be made sharper, to work against all kinds of targets.


I don't understand why some people are against the idea of unique weapons? It would bring increased diversity and tactical thinking.
But I guess you can't ask for too much "thought" in c-rpg.

@koyama
Been playing this since years back, exactly the game I love. Only want to spice it up a little.

@tl:dr'ers if you haven't read, then don't post.

We want to play a combat game, not Diablo or Gothic...
Its just that we want to keep the shit gameplay and skillbased, not with traps and fantasy stuff and orcourse not poisons...
Title: Re: New Unique Weapons
Post by: Brrrak on July 17, 2012, 12:58:50 am
One and two are just useless in the light they've been suggested in.  What happens to the poison dagger after all its uses?  Does it disappear from your inventory?  And, oh my, one caltrop, good thing I can't just move out of the way from that single, small threat.

Three: there used to be a firebomb, now it's just a smokebomb.  Why's that?

Four: Nice idea, but engine limits design.

This won't really add variety, it'll just be more useless shoehorned weapons that no one really uses except to get fifteen minutes of laughs, and then go back to using something that better guarantees their time is enjoyed.  I'm all for variety, but it should be functional variety, not one-shot gimmicks.
Title: Re: New Unique Weapons
Post by: LordBerenger on July 17, 2012, 01:16:46 am
Yeah! We all want to play the EXACT SAME mod day in and day out with minimal close to none changes where the only objectives is to kill people without even caring bout it and grinding XP!
Title: Re: New Unique Weapons
Post by: sF_Guardian on July 17, 2012, 01:26:37 am
Yeah! We all want to play the EXACT SAME mod day in and day out with minimal close to none changes where the only objectives is to kill people without even caring bout it and grinding XP!

What mod are you playin, Native?
Title: Re: New Unique Weapons
Post by: LordBerenger on July 17, 2012, 01:30:15 am
What mod are you playin, Native?

With a RPG system and some more armor and weapons yup.
Title: Re: New Unique Weapons
Post by: Taser on July 17, 2012, 01:31:08 am
I see no reason why caltrops or something similar couldn't be implemented. We have siege shields and the like. Get a few people with it and you could have one side protected from cav.

As for the poison and explosive stuff.. there's a reason we don't want that. Its not part of the game because we want medieval warfare without explosives, grenades and so on.
Title: Re: New Unique Weapons
Post by: sF_Guardian on July 17, 2012, 01:33:57 am
I see no reason why caltrops or something similar couldn't be implemented. We have siege shields and the like. Get a few people with it and you could have one side protected from cav.

As for the poison and explosive stuff.. there's a reason we don't want that. Its not part of the game because we want medieval warfare without explosives, grenades and so on.

How should that tiny caltrop stop a warhorse? explain...
Title: Re: New Unique Weapons
Post by: Taser on July 17, 2012, 01:36:04 am
How should that tiny caltrop stop a warhorse? explain...

It can be made larger and besides horses get stopped by rocks the size of my hand ingame.

Edit: Besides I was thinking of something more like this anyway.

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It doesn't have to be used but I don't see why it'd be bad as long as you made it 2 slots.
Title: Re: New Unique Weapons
Post by: Jarlek on July 17, 2012, 01:39:16 am
How the poisoned dagger should work.

When you get stabbed by it, you are poisoned.

Since the poison takes to long time to work, it wont do jack shit this round.

For the next 48 hours your character has a 1% chance to randomly fall over and die from poisoning.

y/y?
Title: Re: New Unique Weapons
Post by: sF_Guardian on July 17, 2012, 02:25:52 am
It can be made larger and besides horses get stopped by rocks the size of my hand ingame.

Edit: Besides I was thinking of something more like this anyway.

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It doesn't have to be used but I don't see why it'd be bad as long as you made it 2 slots.

Spikes are cool. The shit suggested in the OP is something far different...
Title: Re: New Unique Weapons
Post by: snipercapt on July 17, 2012, 02:37:11 am
I don't think any of these suggestions are especially bad, but just wouldn't make the game any more fun, and you could easily grief allies with the caltrops and explosive spear. The poison dagger also would be OP because it would be super fast and the way you suggested it work would pretty much make it an eventual one-shot TKO, not cool, perphaps if it only slowed the player movement it would be OK.

All in all, this game (for me), has the right amount of weapons and armor (few enough to were someone could identify all of them, and a large enough selection so that people can look unique and play their own way).
Title: Re: New Unique Weapons
Post by: Torost on July 17, 2012, 02:51:37 am
Blowdarts could be very accurate and do almost no dmg, mostly to stun and stagger.

Lets not get too fancy, where is my shit-on-a-stick-poison-arrow?
Swing you weapon once in shit that is on the battlefield, and you get a +2 dmg on your next swing or reduced agi stats for a short while :)

Caltrops are great, really want them ingame, so many possibilities.

Not soo keen on grenades. But maybe argue that the firebomb be reintroduced, it was great.

Also, for siege. Large Rocks, only throwable maybe a meter out. For massive blunt dmg on people climbing ladders.
Title: Re: New Unique Weapons
Post by: Exitialis on July 17, 2012, 12:26:21 pm
It can be made larger and besides horses get stopped by rocks the size of my hand ingame.

Edit: Besides I was thinking of something more like this anyway.

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It doesn't have to be used but I don't see why it'd be bad as long as you made it 2 slots.
I like this idea a lot.

I also like the idea of a firebomb, we even have the models for it in the chinese model pack.

@sF_Guardian
That kind of attitude you have, wont make your balls grow kid.
And where the hell did I say that I wished to add "fantasy" items?


My suggestions as to the functions of the items was not final in any way. Just thought I would share some ideas to spice up gameplay, so please don't take their functions as final.
But some parts of this community seem to be against change.
I still don't understand why? Been playing this mod for years, some tactical change would only be beneficial. And might also bring new players to c-rpg.
And now I'm not only talking about the items suggested in OP, but similar "one function" or "dedicated function" items.