Fencer Archive
Thread: Weapons ( Future of Fencer )
What I would like to see is more swords with better damage, and most of all, a "Master Sword".
By this, I mean, that a Master Fencer should be able to go on a quest that results in a schematic, that allows a WS to craft a "Master Sword" for them. The "Master Sword" should be quick, have the best damage out of any swords, have the ability to have the hilt and blade customized in color, be AP 1, and most of all, have the capacity to include 2 DOT attacks, based on the components you gather. The components you need for the sword should be difficult to get, but not rare to find (please, no RIS insanity here).
Example: A Master fencer goes on a quest that brings him to a master fencer/master weaponsmith NPC. This NPC will only talk to another Master Fencer. You do quests for this Master, who is kind of like an old Sensei, and the end result is a schematic for the "Master Sword". You give that Schematic to a WS, who can then tell you what components are needed for the sword. The components needed for the DOT attacks will be optional. The sword will be capable of doing any DOT damage, but you can only have 2 per sword, and only 1 sword per master (if you have a master sword in your inventory and try to trade for another one, the trade will not go through.) So, for instance, you could have a sword with bleed and dizzy, or strong poison and knockdown, or fire and stun, etc. But the catch is, you need to hunt for the components to do the damage as such. That might be a good way to involve a bio engineer - perhaps you need for the sword the DNA of a specific animal, and have it over a certain quality for it to work - the higher quality the DNA, the better the Dot damage or duration. All the components will be difficult to get, but not hard to find, thus keeping the swords semi-rare. Non-fencing masters cannot use a Master sword, and as a penalty, should incur damage on themselves if they try to equip it.
Also, if you give the schematic to a WS, and need another Schematic, you just reset the quest, and do it again.
What do you think?
I don't have the time to read all 5 pages of this thread, so I'm just gonna type out my thoughts..forgive me if I'm repeating anything.
Our profession is called, "Fencer." The word "Fencer" means one who practices the art of attack and defense with the foil, or saber. Foils and sabers are both swords (some of you will argue that the brawler tree is called "one-handed weapons", but that is NOT what the elite profession is). Yes, we do have swords, but the trouble is that they outright SUCK in comparison to the gaffi stick and stun baton, and for those of us who are not buffed 24/7, they cause our HAM bars to drop at a very rapid rate. It is common knowledge that we fencers do not put out a whole lot of damage..we dodge and parry and hit faster than other melee which is our compensation for the crap damage...though we can do a lot more damage with a good gaffi with a nice damage slice...
I, personally, like our arsenal of weapons as it is..it is just the properties of the weapons are insanely stupid. First of all, all melee weapons that are not considered "blunt" weapons should have an armor piercing value of at least light. The Ryyk blade would be an acception, as it is more of a slashing weapon than a thrusting weapon. However, the curved sword is more of a dual-purpose sword; it has a sharp edge for slashing, but is not curved so much that it cannot be thrusted for a good piercing strike. I would consider the gaffi stick to have no armor piercing value at all if it were not for the visible sharp point at the end of the silly-looking club. And although it makes sense that a gaffi would do more damage than a sword due to its weighted end, I believe that a sword should still have the advantage over it due to manueverability.
The way that I think this could be represented in-game is by giving the gaffi sticks higher HAM costs, higher damage, lower speed, and giving the swords even more speed, less HAM costs, giving them an AP value with the exception of the Ryyk, and keeping the sword damages the same (although I would like to see sword damage increased, that would make us too powerful). So, let me just try to organize this a little better for you, as I am realizing how big of a mess this post seems to be
Quick note: I know speed doesn't really matter at master, and accuracy doesn't really either, and also, there really should be no mind cost in any of these weapons at all, as we aren't trying to 'think' the enemy to death..we're putting in physical effort to beat them down.
Curved Sword: Keep the damage the same, lower ALL HAM costs significantly, and add light or medium AP, make 'em quicker and more accurate. Personally, I think the crafting system alsoneeds tweaking to fix AP issues..a sword that can't pierce armor must have been made by a crappy weaponsmith. Lower HAM cost is explained because it is a light weapon, and is therefore more easy to wield.
Ryyk Blade: Slight damage increase due to the fact that it is heavier than a curved sword and therefore could deliver a more devastating strike, lower HAM costs not too much, but definitely by some, keep the AP at zero, and make them a wee bit quicker, and more accurate. The Ryyk is visibly a slashing weapon and therefore should not be able to damage anyone with effective kinetic armor very easily, but devastate an unarmored foe with ease. Lower HAM cost is explained because it is a light weapon, and is therefore more easy to wield.
Gaffi Stick: Increase damage, increase HAM costs (significantly), lower speed, add light or mediumAP, decrease accuracy a bit. The gaffi is more of a mace-like weapon (not the ball and chain, that is called a "flail"). Therefore, it is heavier, does more damage, pierces through armor with ease, but is slower and less accurate. The heaviness of this weapon would make it much harder to wield, thus the increased HAM costs.
Vibroblade: Yes, it is more of a "Vibro-dagger"...therefore, it should be the fastest of all the fencer weapons. However, its light AP should be removed and its damage should be increased (as with all vibro-weapons, in my opinion). HAM costs should be reduced to just about nothing (it doesn't take a lot of energy to wield something so light, especially if you are a master and know what you're doing), and accuracy should remain as is. I think of the vibroblade as a mini-curved sword, but its blade is too short for it to pierce armor, in my opinion.
Stun Baton: HAM costs of the above described curved sword, slightly slower than the above described curved sword, little more damage than present, and obviously no armor piercing value. It's REALLY a club, but in its Star Wars-ness it has a nifty gadget inside of it that makes it do "stun" damage..
As for any new weapons..I've heard of "Vibro-rapiers" and things of that nature being mentioned. I think that's a fantastic idea, since we are fencers, after all. This is my vision of a vibro-rapier:
Vibro Rapier: HAM costs less than the curved sword I described above, due to its light weight. Damage like that of the curved swords we currently can have, and with medium or heavy armor piercing value (rapier is a stabbing/lunging/thrusting weapon). These weapons would be fasterthan the curved swords I described above and would be much more accurate.
I really think that a slashing/stabbing/crushing sort of system should be implemented, or else a lot of this stuff doesn't make a whole lot of sense. I tried to organize all of this crap from a real life-Star Wars perspective, referring to weight and slashing, etc., etc...But we are not the only profession who needs weapons tweaking; Pistoleer, Carbineer, Rifleman, Swordsman, Pikeman, and TKA also need some serious attention. This game is seriously borked, but I still have hope that the devs will wake up and make the game more realistic (I am aware that it is a Star Wars game, but even the movies and such make more sense than this game). But meh, that is just what I think...And I'm not too good with words, so I don't really know how to fully and comprehensibly express my thoughts. Bah, now I am getting off track..anyhow, hope the above stuff gets considered and implemented. And I hope that I typed it up in a manner that could be comprehended ![]()
Edit: What I'm trying to explain, here (and forgot to mention), is that each weapon should have advantages and disadvantages, the same as any other profession should. Problem is that the gaffi and stun baton have advantages and disadvantages, whereas all the other fencer weapons have all disadvantages...
Message Edited by General_Reedy on 03-19-2004 08:44 AM
Darkside_Isawa wrote:
I was really dissapointed from the variety of the fencer weapons... i mean gaderffi baton ? stun baton ? these dont fit fencers... they fit brutes like tuskens or stormtroopers... We need more elegant and rapier like weapons... wich we have none so far... HAM costs should be lower... because specials grind our HAM really fast.. thats why i went doc so now im buffing myself all the time... and also some of the fencer specials are really not that good... like blind... spinattack 2 and 1handed hit 3 also do blind... fencer should have something like Head/Mind hit... also scatterhit is just another version or 1handed hit, itsjust not worth the trouble... A knockdown attack would have been nice... I also really liked the idea of using 2 weapons at once
Message Edited by General_Reedy on 03-22-2004 07:13 AM
- AP1 stun weapon
- tier 3 of the finesse tree
- 1.15x stun baton HAM
- AP1 kinetic weapon with gaffi damage
- tier 3 of the stances tree
- 1.15x gaffi HAM
- AP2 kinetic weapon with curved sword damage
- master fencer
- 1.25x curved sword HAM
- AP0 new damage type weapon
- tier 1 of the technique tree
- similar HAM to Ryyk Blade
- AP1 new damage type weapon
- tier 3 of the technique tree
- 1.15x ryyk blade HAM
You know what i think would be awesome, something like a whip, it should do electric damage as well, that would make my day ![]()