Difference between revisions of "EntireListOfChangedWeapons"
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Latest revision as of 01:15, 6 April 2010
I've found that I needed to rework the entire weapon system. I made them mostly balanced with a nod toward some things being better options all around. Here are the notes to keep in mind before reading the stats.
First things first. Rate. A very good idea and one I will most certainly be implementing. Necessary with the new min damage rules. But I think a scale is required. Here is my scale. This is the mortal rate scale for my game. These are based off of swords/knives. Rate is primarily the balance of a weapon, allowing it to swiftly return to ready position or move into another attack. Rates
1- Very unwieldy = Great Sword
2- Unwieldy = Chopping Sword
3- Balanced = Straight Sword
4- Swift = Slashing Swords and Short Swords
5- Weightless = Knives
Magical weapons are +1 Rate.
Some thoughts on the stats of weapons.
Spd = Reach, Accuracy = Ease of use, ease to connect, Defense = How many blocking surfaces, how quick to parry.
Ranged weapons now have speed. They have alot of it. More than likely someone at range will hit first. The problem is, within 10 yards (melee range) they use their hand to hand spd. For archery based weapons this is 0.
Now then, OnToTheStats