Smuggler Archive

Thread: An Idea Struck Me

Nicolas_Frost
Wed May 04, 2005 2:19 am
#1

I think, that thanks to the CURB, dual-wield(as opposed to duel ) weapons may now be viable, with some work, of course.

First of all, most people have suggested two ways to dual-wield single-handed weapons. The majority simply suggest that you be able to equip two seperate weapons, with the possibility that those two weapons have to be the same type(example: You could wield two FWG5s, but not an FWG5 and a Republic Blaster). The largest minority suggest that there could be a radial option on single-handed weapons which simply gives the appearance of dual-wielding.

Then I thought, what if there were varients of existing weapons added into the game which were the dual-wield weapons? Essentially, we take all the single-handed weapons which appear to be able to be dual-wield(meaning weapons which are single-handed, but not big and bulky ala the Launcher Pistol), and make Dual versions of these. If you want to dual-wield FWG5s, you would nead to get a WeaponSmith to craft you a set. These would not be two seperate weapons of the same type. It boils down to the game recognizing these new weapons as a single item. You would equip your "Dual FWG5 Pistols" weapon. The game would then show a pistol in each hand. Animations would need to be modified some, due to the fact dual wielding any type of weapon is very different from using just one.

This also means, that the Dual Varient of any single-handed weapon that a WeaponSmith could make should also take *twice* as many resources as the regular version. Because while it would be considered a single item by the game, its also technically two weapons in one, thusly, your weaponsmith is crafting two weapons simultaniously.

To balance dual weapons, the stats on each weapon would need to reflect that they're dualies. You'd get a bit more speed, and a bit more damage(because you're firing much more), however, accuracy would take a serious hit, as many people will tell you, being accurate with a single pistol is already difficult, being accurate with two is very difficult.

But, how do we decide when someone should be certified for these new weapons?

As we all know, weapon certifications are now all based on Combat Level, Skill Requirement, and Species Requirement.

So here's where it gets interesting. Lets go ahead and say someone who's proficient with, oh, the SR Combat Pistol(Level 44, if I remember correctly), shouldn't neccisarily be proficient with two. Why? Because he's used to just one. How do we reinforce this idea? Simple, make the Dual Varient of the SR Combat require a higher Combat Level, perhaps around 50-52. This would be the only requirement that changes on the Dual Varients of weapons. The Skill and Species requirements should remain where they are. After all, this is fundamentally the same weapon, now there's just a new principle involved in using it.

This also means that Dual "Master Level" weapons(i.e. anything requiring level 54) would need to exceede the typical "Master Level".

These basic rules would apply to all weapons which could *logically* be dual wielded, meaning Pistols, One-Handed Melee, and One-Handed Lightsabers.

However, in the case of LightSabers, the Jedi crafting his Dualies will need to have double the resources himself, and unique items, such as crystals and pearls, wouldn't need to have the exact same stats or serial numbers, there'd just need to be a similar number and the same types of items(but crystals would need to be the same color). Also, all stats of crystals/pearls/any lightsaber enhancements would end up being evened out. So that someone couldn't use an Uber enhancement and a crappy one, then get the Uber stat, that dual set would get an average of the two. Example: Jedi_Exploiter_Wannabe decides to drop UberEnhancement in for 150 more damage and CrapEnhancement in to fill the space needed to balance the Dual Lightsabers requirements won't get 150 more damage, nor 6 damage from the CrapEnhancement, he'll get 78 damage( {150+6=156}/2=78 ), the average of the two.

The reason I just brought this up now is that I realized, I hadn't seen anyone mention crafting a "Dual-Varient" of any weapon.

Note: The majority of numbers in this post were picked out of thin air, however, there were a couple which I knew, and one I believe I picked up off the floor.

Questions/Comments/Smartass Remarks?



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


BluebloodUK
Wed May 04, 2005 3:21 am
#2

A quality idea, and definately gets around the iffy wireframe-rework issues that an independent left/right would require. Genius. Certainly gets my vote.


Siid Vicious






Captain Siid Vicious
Ill-fated scoundrel & long-suffering owner of Nancy the R2 unit
The reason droids aren't welcome in cantinas

They tell ya, "never hit a man with a closed fist", but it is - on occasion - hilarious.

LaughingWolf
Wed May 04, 2005 3:37 am
#3

Great idea, and done like that it should not be easy to balance right.



LaffyWolf'ya - Master Smuggler / Master Pistoleer / Rebel Colonel

Fresh out of witty signatures, sorry.
JWing
Wed May 04, 2005 5:43 am
#4

Yes, great idea...


But it has been said b4 by DEV's. Dual weild are not in the future plans, but not 100% out as well.



SYBOOTH...A Zombie stole my PANTS !!
________________Jorras Thri v lvl 31 Imperial Medic

Virrago - (9/21/2006)
[Stating that the subpar smuggling system would be pushed to LIVE]
"...and to clarify.... It would require another publish (in other words not chapter 3)"
Smugglers History - Written by the DEV'sv Imperial Holo-ReportvMerchant ~ Talus -2310 36 -2164
Nicolas_Frost
Wed May 04, 2005 6:27 am
#5

I know. Like I said, a simple solution to a semi-complex problem had occured to me, so I decided I'd post it. You never know, it may happen, then again, it may not. In a way, its kind of like combining the "artificial" dual wield of pure appearance and the potentially game-breaking form of it by actually equiping two seperate weapons. This also means these dual weapons will/should cost double of thier single-handed analogues, due to the fact that they use twice the resources.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


ottbookworm
Wed May 04, 2005 6:30 am
#6


Did it hurt when it struck you? I have some ice for that...or maybe..pixie.





Ochre

Elder Smuggler/Elder Dancer/Elder Fencer

GanymedePharuu
Wed May 04, 2005 7:56 am
#7

great idea!

i always thought of a dual-wield set of pistols, one-handed weapons, ect. should be a single item.
it would be cool to see dual-wield versions of the weapons we have already, but it would probably be easier to make all new weapons.

i agree 100% that a dual-weild set, acting as a single weapon, should have slightly higher DPS (from more damage and speed), but have less accuracy. that just makes sense.

also i think it would be best to grant certification for these dual-wield weapon sets at the master box of each weapon type. you should have to be a master of your weapon type to be able to handle two of them simulaneously in combat.

i hope that they can add something like this eventually.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
Page 1 of 1
Previous Next