Author Topic: IMPLEMENT MUSKETS ALREADY  (Read 3239 times)

0 Members and 4 Guests are viewing this topic.

Offline Cain

  • Noble
  • **
  • Renown: 13
  • Infamy: 1
  • cRPG Player
    • View Profile
  • Faction: Hospitallers
  • Game nicks: Hospitaller_Cain
Re: IMPLEMENT MUSKETS ALREADY
« Reply #15 on: January 30, 2011, 04:30:16 pm »
0
1 use and 1 use only...Duels.

Offline Dreakon_The_Destroyer

  • Peasant
  • *
  • Renown: 5
  • Infamy: 4
  • cRPG Player
  • Kiss my Axe
    • View Profile
  • Faction: ATS
  • Game nicks: Dreakon_ATS
Re: IMPLEMENT MUSKETS ALREADY
« Reply #16 on: January 31, 2011, 06:18:14 pm »
0
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
All that is necessary for the triumph of evil is that good men do nothing.
-Edmund Burke

Offline Dreakon_The_Destroyer

  • Peasant
  • *
  • Renown: 5
  • Infamy: 4
  • cRPG Player
  • Kiss my Axe
    • View Profile
  • Faction: ATS
  • Game nicks: Dreakon_ATS
Re: IMPLEMENT MUSKETS ALREADY
« Reply #17 on: January 31, 2011, 06:20:04 pm »
0
maybe mayyyyyybe a 1 shot flintlock would be cool.

mayyyyyyybe
All that is necessary for the triumph of evil is that good men do nothing.
-Edmund Burke

Offline Blondin

  • Baron
  • ****
  • Renown: 121
  • Infamy: 33
  • cRPG Player
  • aka Blondie
    • View Profile
  • Game nicks: Blondin, Tuco, Sentenza
  • IRC nick: Blondin
Re: IMPLEMENT MUSKETS ALREADY
« Reply #18 on: January 31, 2011, 07:45:56 pm »
0
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)

Offline FF_GeorgeWashington

  • Knight
  • ***
  • Renown: 57
  • Infamy: 31
  • cRPG Player
  • Die hard supporter of Republicanism.
    • View Profile
  • Faction: United States of America
  • Game nicks: Angrysully, FF_GeorgeWashington
Re: IMPLEMENT MUSKETS ALREADY
« Reply #19 on: January 31, 2011, 07:53:32 pm »
0
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
visitors can't see pics , please register or login

Offline JohnAdams

  • Knight
  • ***
  • Renown: 25
  • Infamy: 7
  • cRPG Player
    • View Profile
  • Faction: United States of America
  • Game nicks: FF_JohnAdams
Re: IMPLEMENT MUSKETS ALREADY
« Reply #20 on: February 01, 2011, 02:12:06 am »
0
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.

Offline Reinhardt

  • Count
  • *****
  • Renown: 274
  • Infamy: 84
  • cRPG Player
    • View Profile
  • Faction: Crusaders of Acre
  • IRC nick: Reinhardt
Re: IMPLEMENT MUSKETS ALREADY
« Reply #21 on: February 01, 2011, 02:14:26 am »
0
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?
"A leader is a dealer in hope."

Offline Visus

  • Noble
  • **
  • Renown: 20
  • Infamy: 2
  • cRPG Player
  • TripSteppin'.
    • View Profile
  • Game nicks: Visus_of_Chaos
Re: IMPLEMENT MUSKETS ALREADY
« Reply #22 on: February 01, 2011, 02:22:31 am »
0
Why not make cRPG 1700's edition instead. Or cRPG 10,000 BC edition?
Screw that. Im still waiting for Rome.
الايرلندي ليوبارد

Offline Dunecat

  • Noble
  • **
  • Renown: 19
  • Infamy: 2
  • cRPG Player
  • h+
    • View Profile
  • Game nicks: Jaer_Selorn
Re: IMPLEMENT MUSKETS ALREADY
« Reply #23 on: February 01, 2011, 09:33:02 am »
0
Fable II, III
Dedicated fantasy, a literally fairytale infact, is a poor example.
In memory of Jaer_Selorn, member of Str, ruler of Pagundur

Offline Artyem

  • King
  • **********
  • Renown: 1218
  • Infamy: 264
  • cRPG Player Sir Black Knight
  • SODOM Shaman
    • View Profile
  • Faction: Dracul / Raven / SODOMY
  • Game nicks: Artyem
Re: IMPLEMENT MUSKETS ALREADY
« Reply #24 on: February 01, 2011, 09:37:04 am »
0
Dedicated fantasy, a literally fairytale infact, is a poor example.


Oh, Dunecat, your italicized wisdom has proven resourceful again.
visitors can't see pics , please register or login

Sordida asinum latronibus sumus

Offline Krakatit

  • Noble
  • **
  • Renown: 19
  • Infamy: 1
  • cRPG Player
    • View Profile
  • Faction: The Fallen Brigade
  • Game nicks: Krakatit
Re: IMPLEMENT MUSKETS ALREADY
« Reply #25 on: February 01, 2011, 09:50:42 am »
0
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...
                         

Offline Dunecat

  • Noble
  • **
  • Renown: 19
  • Infamy: 2
  • cRPG Player
  • h+
    • View Profile
  • Game nicks: Jaer_Selorn
Re: IMPLEMENT MUSKETS ALREADY
« Reply #26 on: February 01, 2011, 09:56:17 am »
0

Oh, Dunecat, your italicized wisdom has proven resourceful again.
I'm almost flattered.
In memory of Jaer_Selorn, member of Str, ruler of Pagundur

Offline Wookimonsta

  • Hoopy frood
  • Count
  • *****
  • Renown: 206
  • Infamy: 143
  • cRPG Player
    • View Profile
Re: IMPLEMENT MUSKETS ALREADY
« Reply #27 on: February 01, 2011, 01:39:50 pm »
0
hmm
i think muskets are worth some experimenting. Just to see what happens. If they really suck, remove em
Quote
[14:36] <@chadz> when you login there is a message "your life as horse archer was too depressing for you. you decided to commit suicide. please create a new char"
Quote
<dexxtaa> I just saw nakey ladies and I left
Quote
<@Fasader> dexxtaa is clearly gay

Offline Sohei

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: IMPLEMENT MUSKETS ALREADY
« Reply #28 on: February 01, 2011, 02:45:53 pm »
0
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.


Offline Apostata

  • Knight
  • ***
  • Renown: 34
  • Infamy: 3
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: Sir_John_Applebottom
Re: IMPLEMENT MUSKETS ALREADY
« Reply #29 on: February 01, 2011, 04:41:02 pm »
0
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?
« Last Edit: February 01, 2011, 04:44:27 pm by Apostata »