[DIS] Weapon skills - CR1
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[DIS] Weapon skills - CR1
So, which weapon skills are we getting into CR1?
This also requires for us to lock down how we are going to split weapon usage into skills.
I'm for one advocating the infamous simple slash - blunt - pierce - ranged approach.
This also requires for us to lock down how we are going to split weapon usage into skills.
I'm for one advocating the infamous simple slash - blunt - pierce - ranged approach.
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Re: [DIS] Weapon skills - CR1
I am more a fan grouping weapons - and thus skills - in categories like sword, axe or knive.
I like the "Weapon Of Choice" implication it creates.
I also think "Swordman" sounds much cooler than "Slashing Weapon Man"
I like the "Weapon Of Choice" implication it creates.
I also think "Swordman" sounds much cooler than "Slashing Weapon Man"
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Re: [DIS] Weapon skills - CR1
Hi,
My vote goes with Crush's.
With slash - blunt - pierce - ranged, where would you put a spear, or worse, a noble axe, for instance?
Regards.
My vote goes with Crush's.
With slash - blunt - pierce - ranged, where would you put a spear, or worse, a noble axe, for instance?
Regards.
Re: [DIS] Weapon skills - CR1
A spear would be grouped into piercing weapons and I wouldn't even consider letting a noble axe into the game to keep things simple...
I guess we can leave my split for the actual specials coming out of the skills due to animation simplification (oh boy it will be fun abusing all the existing frames of the playerset for all the special attacks...), but this is heavily outside of the scope of CR1 here. Just noting out to get the idea out there already to brew over time.
But if I'm the only one advocating a simple approach here, let's hear a full list of weapon skill categories from you then.
I guess we can leave my split for the actual specials coming out of the skills due to animation simplification (oh boy it will be fun abusing all the existing frames of the playerset for all the special attacks...), but this is heavily outside of the scope of CR1 here. Just noting out to get the idea out there already to brew over time.
But if I'm the only one advocating a simple approach here, let's hear a full list of weapon skill categories from you then.
This message used to be meaningful.
Re: [DIS] Weapon skills - CR1
A spear would be grouped into piercing weapons and I wouldn't even consider letting a noble axe into the game to keep things simple...
I guess we can leave my split for the actual specials coming out of the skills due to animation simplification (oh boy it will be fun abusing all the existing frames of the playerset for all the special attacks...), but this is heavily outside of the scope of CR1 here. Just noting out to get the idea out there already to brew over time.
About the weapon's list, without going in obscure weapons, here is a start:
- Fist / claws / ...
- Knife
- Sword (one and two-handed)
- Elegant swords (Rapiers, sabre, ...) or assimilated as one-handed.
- Axe
- Whip / Chain
- Spear / Javelin
- Boomerang (SoM nostalgia)
- Sceptre / Rod / staff / stick / club / ...
- Mace
- Projectiles throw
- Bow
- Crossbow
- Sling
Regards.
Re: [DIS] Weapon skills - CR1
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.
Re: [DIS] Weapon skills - CR1
All do-able or being worked out with the playerset... but the crossbow might have an odd animation... but crossbows would look strange in their execution (unless you believe there will be plenty of different crossbows in hand to justify adding the necessary transitional torso animations and matching equip frames to make it a more pleasing animation ).
Re: [DIS] Weapon skills - CR1
Hi,
Kage's proposal is also a good one.
Plus the fact, it's more original than the weapon based approach, I don't know what else to say than: Good idea.
Should we let the people use their skills based on their current weapons, or on the type of attack/defense they like to use most?
Regards.
Kage's proposal is also a good one.
Plus the fact, it's more original than the weapon based approach, I don't know what else to say than: Good idea.
Should we let the people use their skills based on their current weapons, or on the type of attack/defense they like to use most?
Regards.