Author Topic: New Unique Weapons  (Read 1673 times)

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Offline Exitialis

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New Unique Weapons
« on: July 16, 2012, 10:52:05 pm »
-8
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.

Offline HarunYahya

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Re: New Unique Weapons
« Reply #1 on: July 16, 2012, 10:59:27 pm »
+3
This is not the game you are looking for man .
Check steam sale you might find something interesting for your taste.

Offline LordBerenger

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Re: New Unique Weapons
« Reply #2 on: July 16, 2012, 10:59:29 pm »
-1
+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 ?).
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Offline sF_Guardian

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Re: New Unique Weapons
« Reply #3 on: July 16, 2012, 11:00:32 pm »
-2
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...
I don't want to give a feedback to molly neither i want to ban him,I wanted to give advise high authorities to take his admin rights.Panos you monkey wrench where would u put this topic enlighten me you cancer fuck.

Offline Teeth

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Re: New Unique Weapons
« Reply #4 on: July 16, 2012, 11:01:26 pm »
0
+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.

Offline gazda

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Re: New Unique Weapons
« Reply #5 on: July 16, 2012, 11:06:40 pm »
0
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
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Offline Kelugarn

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Re: New Unique Weapons
« Reply #6 on: July 16, 2012, 11:13:03 pm »
0
(click to show/hide)

tl;dr No... Just no.
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Offline Exitialis

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Re: New Unique Weapons
« Reply #7 on: July 17, 2012, 12:20:38 am »
-1

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.

Offline Zerran

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Re: New Unique Weapons
« Reply #8 on: July 17, 2012, 12:31:45 am »
0
I greatly dislike all of those except the flail, and it is, sadly, not possible with the game engine.
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Offline Strider

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Re: New Unique Weapons
« Reply #9 on: July 17, 2012, 12:33:09 am »
0
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.
« Last Edit: July 17, 2012, 01:38:46 am by Strider »

Offline sF_Guardian

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Re: New Unique Weapons
« Reply #10 on: July 17, 2012, 12:36:49 am »
-2
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...
I don't want to give a feedback to molly neither i want to ban him,I wanted to give advise high authorities to take his admin rights.Panos you monkey wrench where would u put this topic enlighten me you cancer fuck.

Offline Brrrak

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Re: New Unique Weapons
« Reply #11 on: July 17, 2012, 12:58:50 am »
0
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.

Offline LordBerenger

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Re: New Unique Weapons
« Reply #12 on: July 17, 2012, 01:16:46 am »
+1
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!
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Offline sF_Guardian

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Re: New Unique Weapons
« Reply #13 on: July 17, 2012, 01:26:37 am »
+2
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?
I don't want to give a feedback to molly neither i want to ban him,I wanted to give advise high authorities to take his admin rights.Panos you monkey wrench where would u put this topic enlighten me you cancer fuck.

Offline LordBerenger

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Re: New Unique Weapons
« Reply #14 on: July 17, 2012, 01:30:15 am »
0
What mod are you playin, Native?

With a RPG system and some more armor and weapons yup.
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