Poll

Would historically accurate firearms be a good addition to cRPG?

Yes, if they are balanced.
65 (53.7%)
No.
56 (46.3%)

Total Members Voted: 121

Author Topic: Adding firearms to cRPG  (Read 11352 times)

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Offline Glyph

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Re: Adding firearms to cRPG
« Reply #90 on: April 02, 2011, 08:14:04 pm »
0
Please no.

Why does this keep coming up?

Add the arbalest if you want as uber X bow firearm equivalent with a 2 min reload.
if the arbalest would be implemented i think there should be some king of deployable shield that can be picked up again and is only as big one player(board shield size, a bit wider but less high so you can shoot over it) so it would protect the person reloading. you should be only allowed to have a shield like this if you have an arbalest.(i know there are siege shields:I)
« Last Edit: April 02, 2011, 08:35:14 pm by Berethorn »
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Offline Christo

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Re: Adding firearms to cRPG
« Reply #91 on: April 02, 2011, 08:45:06 pm »
0
Pavise! Hell yeah.

Deployable Board shields.. I like this.

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I know, Siege Shield can do the same, but this is awesome.
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Offline Noble Crassius

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Re: Adding firearms to cRPG
« Reply #92 on: April 02, 2011, 08:50:49 pm »
0
Pavise shields have been suggested before but never implemented. both on the old forums and here..chadz must hate xbowmen.

http://forum.c-rpg.net/index.php/topic,1067.msg14490.html#msg14490
On it.

Offline Glyph

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Re: Adding firearms to cRPG
« Reply #93 on: April 02, 2011, 08:53:11 pm »
0
like that but just a bit lower. and ofcourse you can be able to pick them up! that'd be cool!
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Offline Christo

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Re: Adding firearms to cRPG
« Reply #94 on: April 02, 2011, 09:04:57 pm »
0
Pavise shields have been suggested before but never implemented. both on the old forums and here..chadz must hate xbowmen.

http://forum.c-rpg.net/index.php/topic,1067.msg14490.html#msg14490

 :cry:
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Offline Glyph

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Re: Adding firearms to cRPG
« Reply #95 on: April 02, 2011, 09:10:10 pm »
0
then we'll change his mind!!! :mrgreen:
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Glyph you have obsessive Horse Archer and Horse hatred.
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Offline Beauchamp

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Re: Adding firearms to cRPG
« Reply #96 on: April 03, 2011, 01:28:30 pm »
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but pavise (unlike siege shield) can be undeployed and moved to another spot, or am i wrong?
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Offline Phalanx300

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Re: Adding firearms to cRPG
« Reply #97 on: April 03, 2011, 02:35:22 pm »
0
Would be useless for Crossbowman to carry them otherwise.

Offline Duerkos

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Re: Adding firearms to cRPG
« Reply #98 on: April 04, 2011, 01:14:17 am »
0
I would like the idea if they are something in between crossbows and throwing weapons in balance. We have the one hit throwing lances (3 ammo per stack) and the sniper crossbow, with a lot of time reloading but 15 bolts.

The main problem here and the reason because ranged spam is annoying is that you can't do anything against it. If a melee soldier kills you, you know it's your fault, you blocked badly, there were too many of them... if someone one-hits you instantly with a very fast projectile you cant do anything (you can't even try to dodge it).

Even if the weapon is "balanced" it would be because it kills more people slower, but not less efficiently. The people who got killed would be still annoyed.

Anyway, I would be ok with it if it needed 3 slots like someone said (bullets, a horn, and the firearm). Something between 5-7 bullets, more acuraccy than a throwing weapon and less than a crossbow (more or less in between), 2 times the reloading of the sniper crossbow, no need to adjust height, more projectile speed (a lot), and the damage of the sniper crossbow or slightly more. However if heirloomed it shouldnt be more than the masterwork sniper crossbow (so it doesn't one hit armored people). And be veeeery expensive, the worst one should be like the sniper crossbow.

In this scenario, only badly skilled people and people who likes firearms would use it, with no more unbalancing than a sniper crossbow or throwing lances (which should be nerfed in my opinion).

An interesting idea would be that they are very heavy and requiring WPF in order to be wielded BUT not to become better at its use (if this can't be done, then... engineering skill?). This along with the 3 slots ,weight, and money needed, would mean you cannot become a master firearm character or a very good hybrid.
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Offline Glyph

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Re: Adding firearms to cRPG
« Reply #99 on: April 04, 2011, 09:40:45 am »
0
i think you need to do something before you can shoot the gun, like pull the thing that is on the gun(forgot its name), so you can't just shoot it like a crossbow
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Offline Serth

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Re: Adding firearms to cRPG
« Reply #100 on: April 04, 2011, 09:43:01 am »
0
You guys want more ranged? Go play cod.

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Re: Adding firearms to cRPG
« Reply #101 on: April 04, 2011, 12:50:34 pm »
+1
no, especially to those models in op. keep this game medieval. there is no need to change this game into CoD or BF.

it would be nice to have weapon diversity. but muskets and carabines are too advanced for medieval age. in my opinion, you can add hand cannons and arquebuses. but with following conditions to keep the game balance,

15-25% risk of exploding and fatally wounding the operator (that would be nice and realistic)
arquebuses must be deployed before shooting
can't fire the weapons while moving
hand cannons have lesser accuracy & damage, but don't need deploying (still can't fire while moving to prevent shotgun actions)
can't fire the weapons while it's raining
reloading time must be over 1 min, so you can shoot only 5-6 volleys in one round
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Offline Hunter_the_Honourable

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Re: Adding firearms to cRPG
« Reply #102 on: April 04, 2011, 04:16:39 pm »
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no, especially to those models in op. keep this game medieval. there is no need to change this game into CoD or BF.

it would be nice to have weapon diversity. but muskets and carabines are too advanced for medieval age. in my opinion, you can add hand cannons and arquebuses. but with following conditions to keep the game balance,

15-25% risk of exploding and fatally wounding the operator (that would be nice and realistic)
arquebuses must be deployed before shooting
can't fire the weapons while moving
hand cannons have lesser accuracy & damage, but don't need deploying (still can't fire while moving to prevent shotgun actions)
can't fire the weapons while it's raining
reloading time must be over 1 min, so you can shoot only 5-6 volleys in one round

and you can't reaload while moving
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Offline Legor

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Re: Adding firearms to cRPG
« Reply #103 on: April 04, 2011, 05:12:52 pm »
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no, especially to those models in op. keep this game medieval. there is no need to change this game into CoD or BF.

Well firearms are used in medieval since 1200... and in crpg are many weapons of Renaissance.

reloading time must be over 1 min, so you can shoot only 5-6 volleys in one round
a good musketeer can reload and fire 2 times a minute.

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Offline Tears of Destiny

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Re: Adding firearms to cRPG
« Reply #104 on: April 04, 2011, 06:14:53 pm »
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To be more precise, the first recorded use of a firearm in medieval times in europe was in 1350, some civil war battle amongst the English, though not until recently (a few months ago) did we find this, otherwise it really only became widespread in somewhere between 1360 and 1370 (I forget the exact date).
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