Author Topic: New Unique Weapons  (Read 1674 times)

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Offline Taser

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Re: New Unique Weapons
« Reply #15 on: July 17, 2012, 01:31:08 am »
+1
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.
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Offline sF_Guardian

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Re: New Unique Weapons
« Reply #16 on: July 17, 2012, 01:33:57 am »
0
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...
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Offline Taser

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Re: New Unique Weapons
« Reply #17 on: July 17, 2012, 01:36:04 am »
+1
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.
« Last Edit: July 17, 2012, 01:39:46 am by Taser »
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Offline Jarlek

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Re: New Unique Weapons
« Reply #18 on: July 17, 2012, 01:39:16 am »
+1
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?
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Offline sF_Guardian

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Re: New Unique Weapons
« Reply #19 on: July 17, 2012, 02:25:52 am »
-1
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...
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Offline snipercapt

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Re: New Unique Weapons
« Reply #20 on: July 17, 2012, 02:37:11 am »
0
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).
People still use shit from 12th century today, for example Microsoft Internet Explorer
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Offline Torost

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Re: New Unique Weapons
« Reply #21 on: July 17, 2012, 02:51:37 am »
0
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.

Offline Exitialis

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Re: New Unique Weapons
« Reply #22 on: July 17, 2012, 12:26:21 pm »
0
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.
« Last Edit: July 17, 2012, 12:32:00 pm by Exitialis »