cRPG
cRPG => Suggestions Corner => Topic started by: LA_DiamonD on June 06, 2013, 05:04:36 am
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Well, hello, everyone, It's Wormhole!
Yeah, first thing, that i want to say, is to bring a pardon for my broken english, but im sure, that you will understand, what am i talking about.
Some people know me as polearm-user. It took long time for me to choose a class, that i like more, than all others. But today, (actually it was night here) i remembered about some very important inuque middle-ages weapon. You know, im talking about Chain Mace. I am correctely don't know, is the "Flail" a special type of such chain-maces weapons, or it is original name. Let me call it Chain mace.
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Token from http://www.swordsandarmor.com/
My vision of the key futures of this amazing weapon:
Type: one-handed
Weight: it should has enought, like warhammer, or, even greater.
Lenght (weapon reach): it's a long-range one-handed weapon, that's much longer, than any one-handed axe. So, i think, about 90-100, or, even longer.
Speed: long-range + heavy weight, difficult to control after you've start your strike... IMO the speed of such weapon, ofcause, should be low. 94-95 should be enough. By the way, slow speed will give a new breath to horsemen, that like to get full speed on, and smash the enemy with one hit.
Damage type (swings only :!:): here is, where the question is. I don't know, what's going on in the game engine :cry:, basically this weapon good against shields, because it crashing the shields with mass and the big ball size. So, should it be cut? But in same time, this weapon, actually has pierce, or, even blunt damage (in the reality, such weapon presents as ball-pierced, and simple ball versions). In my opinion, that weapon should has pierce damage, because knockdown of the blunt could make it too cheat. Well, if it possible to make the damage pierce, but in same time with bonus against shields - IMO, ideal. If there is a problems with, i'm have the next suggestion. The secondary mode of the weapon can be a pierce, and primary - as cut. Such way choice could make it easy to set up, by making difirence between cut and pierce modes for more exact balance of the weapon. About how to understand what the mode is on... well, i think it could be only icon changing. Something, like Chain mace with shield (i'm sure, that all immediately understood, what the mode is it :wink:), and lonely chain-mace icon for pierce.
Slots: 1 slot.
:!: Special abilities :!:
Definitely:
1) Bonus against shields.
2) Unbalanced
3) Weapon has no thrust type of strike. (If you against, please imagine how will it looks like then :lol:)
4) Availible for horsemen.
Possible:
1) Cannot be use for a block. (Let me explain. This weapon usually used with shield, and actually i cannot imagine, how you will hold such weapon to block :shock:. I'm even queit about ingame annimation of that. In same time should be available to block using a strike, like you using a knife, while defending. If you lost your shield, well, this weapon using 1 slot, so, take care about to have one more weapon, if you won't shows your scared dances :mrgreen:
2) Can't sheath. I think it's also interesting part. Should be easely decide it later, only after the weapon passed test in the game. Depends on people's opinion
If you like the idea, there are a lot of modificatiots of a Chain mace, that can has ingame difference between each others:
More damage, more weight, less speed, OR, less lenght, etc. :
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You know what it means :mrgreen::
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Do you really need a comment? :mrgreen:
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Token from https://thewizardshat.com/store/index.php?main_page=product_info&cPath=7_101&products_id=191
If you'll start own searches you will find Blunt version of the Chain mace.
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If flails were added I'd never use another weapon, no matter how shitty they were.
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Unfortunately animating this would be impossible.
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Unfortunately animating this would be impossible.
If the gfx engine supports inverse kinematics for rigging then it would be really easy. The spiked ball would be the terminating joint and the chain could have joints every few links. This way you can control the precise path of the collider; it could also have a degree of deviation from the path to allow for a more entropic, realistic, and flailing swing. That would be pretty cool :)
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Let's hope chadz sees this.
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How do you expect Warband to be able to do this? Warband cannot do free moving weapons. You could make an animation for it though, but that's about it. That would also take a shitload of animations and time. As much as I love the idea, it can't happen.
Hopefully i'm wrong.
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Can't happen in Warband engine, it's been stated multiple times by every mod/taleworld dev ever.
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Can't happen in Warband engine, it's been stated multiple times by every mod/taleworld dev ever.
This.
I wish we had a flail/longsword vs katana video with Lee Ermey that has precut ice/agincourt bow plate piercing test thread count.
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Dynamic weapons/capes/objects are not supported under the warband engine.
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Hopefully in bannerlord!
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You put in Parenthesis (for Developers ONLY)... on the poll
You know 90% of this community is going to vote that option (I did.)
Maybe someone can make an animation where instead of the flail spinning, your hand just spins 360 degrees really fast, so it appears to be the flail spinning. Go-Go-Gadget Hand Flail
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Maybe someone can make an animation where instead of the flail spinning, your hand just spins 360 degrees really fast, so it appears to be the flail spinning. Go-Go-Gadget Hand Flail
That idea is good in theory, but imagine how it would still look when you don't swing it.
:mrgreen:
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If the gfx engine supports inverse kinematics for rigging then it would be really easy. The spiked ball would be the terminating joint and the chain could have joints every few links. This way you can control the precise path of the collider; it could also have a degree of deviation from the path to allow for a more entropic, realistic, and flailing swing. That would be pretty cool :)
It doesn't afaik.
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Wow, we seem to have 15 developers. As stated before, flexible weapons aren't possible in Warband afaik.
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Wow, we seem to have 15 developers.
Has the recontsructed crpg heirarchy finally been done!?! Oh wait, nope, ILLUMINATI!!!!
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That is why I'm pushing I'm for a 1h morningstar!
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Oh, look!
ITS THIS THREAD AGAIN
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You put in Parenthesis (for Developers ONLY)... on the poll
You know 90% of this community is going to vote that option (I did.)
Maybe someone can make an animation where instead of the flail spinning, your hand just spins 360 degrees really fast, so it appears to be the flail spinning. Go-Go-Gadget Hand Flail
I voted for that option because I know it's not possible, as I've seen in other threads here and on taleworlds forum.
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Of course this is possible to implement SOMEHOW.
It's not like every other weapon type in the game works just like in real life.
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JIGGLEBONES