Weaponsmith Archive
Thread: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
Pseudopd
Wed Feb 23, 2005 4:10 pm
#40
I quite like the ideas posted! And, yes, hostered weapons do maintain atmosphere, rather than every player walking about with guns in hand...
clapping to music with guns and rifles...
just standing about and talking...with guns firmly grasped in fist...
riding a swoop...with one hand out and a pistol firmly gripped...
...or worse, a rifle. Then you're riding the bike hands free.
Holsters would be an excellent idea, and quite doable. It would be nice to see wookiees with a bowcaster on their back. A rifleman sitting at a cantina with a T-21 shoulder slung. A pilot awaiting repairs on his ship, nerviously tapping at his holster pistol.
The brief moment of eternity before a fight, when both players snap...and draw weapons!!
I would so LOVE to see this...
who do i bribe?
Baz Pseudopod
some1_that_u_dont_know
Wed Feb 23, 2005 7:29 pm
#41
Would be awesome to see Jedi running with dual Light sabers
SlaserX
Thu Feb 24, 2005 12:20 am
#42
This all sounds nice and all, but the thing that gets me the most is: It's been done. Almost every game out there, you can dual weild or use a sword and a shield (or one polearm, etc). What good does that do us? How would adding these features enhance SWG as a whole?
I think we need to stop looking at how we can make SWG look like other games, and start looking towards how we can make it more unique. Then again, we're not devs, so what's the point.
ixola
Wed Mar 02, 2005 12:03 pm
#43
nice idea but i dont like the part where only masters of the proff's would be able to dual wield (because im bad at mastering proffs heh) but if there would come new proffs in addition to the current proffs like one-handed4 would qualify for 2 proffesions fencer and dual fencer dual fencers where stronger at dual wielding while normal fencers where only single wielding but dual fencers would get bonus for 2 simmilar weapons (it would make double damage) but if 1 weapon is 25-136 dmg and 5.1 speed and the oher was 1.3 speed and 40-245 dmg would make the dmg of the good weapon greatly weaker (like when u not qualify for the weapon) and the bad weap only slightly better so it would be better to get the 1.3spd and 40-245 dmg as a normal fencer and dual fencers could learn special attacks that was stronger or weaker depending on what type of weapons you were using like when u have 2 stunbattons 1 was 13-125dmg and 1.5 speed and other 1 was 37-325 dmg with 4.7 speed you would get better than the other combination it would make 27-315 dmg and 1.8 speed this would make the dual wielding idea look a little better to me its just my crazy head running off and posting crazy ideas on the SWG forums
Flatlinedmemory
Thu Mar 03, 2005 8:09 am
#45
Very awsome Idea. A few more things though.
The weapon switch delay should stay.
However having a weapon holstered would negate the delay
The player would however suffer from the HAM costs of the weapon if holsterd.
Available Places for holstered Items
Belts - 2 slots - Used for pistols, one handed weapons and vk's
Sholders - 1 slot per - Items would be slung over the shoulder vertically next to backpack bandolier - Used for rifles, carbines, twohanded weapons, polearms
No weapons could be holstered in bandolier type fashion , because this would be a codeing problem
It would already be very tough to code open area's on the character to holster weapons.
The weapon switch delay should stay.
However having a weapon holstered would negate the delay
The player would however suffer from the HAM costs of the weapon if holsterd.
Available Places for holstered Items
Belts - 2 slots - Used for pistols, one handed weapons and vk's
Sholders - 1 slot per - Items would be slung over the shoulder vertically next to backpack bandolier - Used for rifles, carbines, twohanded weapons, polearms
No weapons could be holstered in bandolier type fashion , because this would be a codeing problem
It would already be very tough to code open area's on the character to holster weapons.
OmegaZeuS
Sun Mar 06, 2005 12:51 am
#46
My two cents:
Ok, as for the holsering not being done, well, flame me if you will but from the little I played FFXI you actually put your weapon AWAY when not in combat. You also automatically take it out when you get attacked. So coding is and animation is not so far off...
ANYWAYS! I like the idea of holstering/sheathing weapons as well (especially) the one about concealing weapons... I think that you being able to see me running around with a super weapon might take away from the element of surprise... This also brings up a new point a little off topic: badges. When I examine someone and see a master badge in a super powerful profession and see them walking around with a super powerful weapon of that prof makes me wonder if I'd win... I'd like it if I can choose WHICH badges I show...
Drawing weapons: I agree on what one persopn said about drawing speed and will add something: new "pre-combat" skills. See, the way I see it is that a pistoleer should have the ability to quickly draw AND fire at the same time to therefore cause more damage and even surprise the enemy. This goes the same for melee profs so that they unsheath their swords faster and use the momentum to create additional damage. This would be done only while the weapon is holstered and the weapon could be holstered again so as to do the move again but it would mean taking the time to put it away and taking it out again. It would also look cool if after dealing a crapload of damage that I put my sword away just to taunt you a little and make you mad
*bad me, bad*
erhm...
I also see a problem with equity. See, the way you have it setup is that only those professions with "smaller" sized weapons can use two and I find it unfair for others (I'm a heavy swordsman, I don't see me holding up 2 scythes, lol) SO, I propose new fighting STANCES! Anyone ever play any of the newer jedi knight games (ick, I said jedi...) well, it works kinda like that. A profession that does not have the ability to hold more than one weapon would therefore have the option of variable attack stances. As a swordsman I find it sometimes boring to always have my swords in front of me and alway swinging the same way
What this would do:
- It allows those who cannot dual wield to have better diversity
- it would alter mods in order to accomodate for the new stance
Think of it like this: If I'm a swordsman and I have my sword out and want to attack something I use my regular stance. I take normal damage, my moves use a normal amount of HAM and I move at a normal rate. Now I have 2 people attacking me. I change to a faster stance, this allows me to hit faster, move faster and my area attack hits take LESS HAM usage but my stronger single hit attacks use MORE. Also, the damage I deal is reduced but I counterattack more (swordsmen have counterattack mods) and I take more damage and am at a higher risk to get KDd. Now I have one big badass in front of me. I switch to heavy attack stance. This allows me to remain steadier so I will not be forced around as easily. I also deal more damage but hit slower and have less accuracy. my single hit moves use less HAM but my area attack moves use more. This situation can also be applied to pikeman.
As for the ranged professions: Rifleman already has conceal. I think this ability should not only work on NPCs but also on PLAYERS who are hostile against them (dual, GCW, guild wars thing, whatever) Also, the kneeling, standing and prone are your stances. I think that while prone you should get more than a acc bonus but a fireing rate bonus. the lower you go, the better. While standing you get better mods for whatever your profession or template allows (counterattack/dodge/block) and keep the range restrictions while prone.
I don;t know too much about ranged people so I'm shooting blind here (forgive the pun) so if you like the idea of attack stances and would like to add additions to the ranged people I would greatly appreceate it. Also, I don't think attack stances should be given to those who CAN dual wield for they already have that diversity (except the ranged people, they should all be allowed to dual so long as the gun is small enough but the stance modifiers would not be as pronounced) dual VKs and short swords would be a really cool idea. Maybe give a singe additional stance like "heavy" for those who keep one weapon but use the dual as the "light" stance that way thing are evened out.
The way you gain stances is like how you gain skills, you go up the trees. I think that the two trees who do not have damage mitigation but does not need combat XP but requires weapons XP should give the stances, that way you can have the option to get one or the other or both. Master should give dual people the ability to GO dual but give the non duals faster "style switch" mod.
Any takers?
Any flamer?
Ok, as for the holsering not being done, well, flame me if you will but from the little I played FFXI you actually put your weapon AWAY when not in combat. You also automatically take it out when you get attacked. So coding is and animation is not so far off...
ANYWAYS! I like the idea of holstering/sheathing weapons as well (especially) the one about concealing weapons... I think that you being able to see me running around with a super weapon might take away from the element of surprise... This also brings up a new point a little off topic: badges. When I examine someone and see a master badge in a super powerful profession and see them walking around with a super powerful weapon of that prof makes me wonder if I'd win... I'd like it if I can choose WHICH badges I show...
Drawing weapons: I agree on what one persopn said about drawing speed and will add something: new "pre-combat" skills. See, the way I see it is that a pistoleer should have the ability to quickly draw AND fire at the same time to therefore cause more damage and even surprise the enemy. This goes the same for melee profs so that they unsheath their swords faster and use the momentum to create additional damage. This would be done only while the weapon is holstered and the weapon could be holstered again so as to do the move again but it would mean taking the time to put it away and taking it out again. It would also look cool if after dealing a crapload of damage that I put my sword away just to taunt you a little and make you mad
erhm...
I also see a problem with equity. See, the way you have it setup is that only those professions with "smaller" sized weapons can use two and I find it unfair for others (I'm a heavy swordsman, I don't see me holding up 2 scythes, lol) SO, I propose new fighting STANCES! Anyone ever play any of the newer jedi knight games (ick, I said jedi...) well, it works kinda like that. A profession that does not have the ability to hold more than one weapon would therefore have the option of variable attack stances. As a swordsman I find it sometimes boring to always have my swords in front of me and alway swinging the same way
What this would do:
- It allows those who cannot dual wield to have better diversity
- it would alter mods in order to accomodate for the new stance
Think of it like this: If I'm a swordsman and I have my sword out and want to attack something I use my regular stance. I take normal damage, my moves use a normal amount of HAM and I move at a normal rate. Now I have 2 people attacking me. I change to a faster stance, this allows me to hit faster, move faster and my area attack hits take LESS HAM usage but my stronger single hit attacks use MORE. Also, the damage I deal is reduced but I counterattack more (swordsmen have counterattack mods) and I take more damage and am at a higher risk to get KDd. Now I have one big badass in front of me. I switch to heavy attack stance. This allows me to remain steadier so I will not be forced around as easily. I also deal more damage but hit slower and have less accuracy. my single hit moves use less HAM but my area attack moves use more. This situation can also be applied to pikeman.
As for the ranged professions: Rifleman already has conceal. I think this ability should not only work on NPCs but also on PLAYERS who are hostile against them (dual, GCW, guild wars thing, whatever) Also, the kneeling, standing and prone are your stances. I think that while prone you should get more than a acc bonus but a fireing rate bonus. the lower you go, the better. While standing you get better mods for whatever your profession or template allows (counterattack/dodge/block) and keep the range restrictions while prone.
I don;t know too much about ranged people so I'm shooting blind here (forgive the pun) so if you like the idea of attack stances and would like to add additions to the ranged people I would greatly appreceate it. Also, I don't think attack stances should be given to those who CAN dual wield for they already have that diversity (except the ranged people, they should all be allowed to dual so long as the gun is small enough but the stance modifiers would not be as pronounced) dual VKs and short swords would be a really cool idea. Maybe give a singe additional stance like "heavy" for those who keep one weapon but use the dual as the "light" stance that way thing are evened out.
The way you gain stances is like how you gain skills, you go up the trees. I think that the two trees who do not have damage mitigation but does not need combat XP but requires weapons XP should give the stances, that way you can have the option to get one or the other or both. Master should give dual people the ability to GO dual but give the non duals faster "style switch" mod.
Any takers?
Any flamer?
Tomatec
Sun Mar 06, 2005 4:54 pm
#47
holsters for pistols and swords etc is a plus.
dual weild on the otherhand seems vastly complicated.
Tomatec
Natures-Ranger
Sun Mar 20, 2005 4:03 am
#48
Well, this is simply one of the best ideas for some more spice in SWG
EldritchArms
Sun Mar 20, 2005 6:12 am
#49
It cant be said enough, holstering is a much needed immersion tool. Every combat correspondent should have it added to their top 5.