Weaponsmith Archive

Thread: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)

pjzedalis
Fri Apr 01, 2005 8:24 am
#53

heck, just use a duel wielding system similiar to KOTOR


That had a good system of penalties and such for duel wielding weapons


Who wouldnt want to run around with 2 weapons??? thats just pimp man


Ashleysolo
Fri Apr 15, 2005 5:51 am
#54

this idea is AWSOME and i support this guy 100%. Listen to him devs before its too late.



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Orew
Fri Apr 15, 2005 9:49 am
#55

i am totally against this dual wielding idea... toons wood look like fools with one pistol in each hand, the devs said they can't/won't to do it... so get over it.




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Date Registered 05-03-2005 02:11 PM
Total Posts 1
Kichigai_Daidoji
Fri Jun 17, 2005 11:58 am
#56


not sure if this has been said yet, but this thread was WAAAAY to long for me to read it all, but as for a holster they could always do what eq2 did (which is what DAoC did first) in that when your not using your weapon it kinda sticks to your body. kinda looks like its holstered but its just there. bigger weps on the back it would be alot cooler than running around carrying your weapon constantly and easier to do than start making holsters.


as for dual wielding, i havent been playing this game for very long (one week) but was wondering WTH? when it came to Vibro Knuckles. mainly its stupid to only have one when i have 2 sets of knuckles. i mean with a sword or pistol yes there are things you have to learn to use a weapon in each hand, but boxing?



Kichigai Daidoji
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From hell's heart i stab at thee
For hates sake i spit my last breath at thee

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ClevtonRyles
Sun Jun 19, 2005 2:08 pm
#57

I would have rather have seen at least, AT LEAST, the holsters implemented as part of the CU... hell, all of this implemented with the CU, as opposed to the ... bussiness... of all the new faction armor and pointless weapons.



Colonel Clevton "The Clap" Ryles
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JoleneArcher
Mon Jun 20, 2005 5:03 am
#58



Kichigai_Daidoji wrote:
not sure if this has been said yet, but this thread was WAAAAY to long for me to read it all, but as for a holster they could always do what eq2 did (which is what DAoC did first) in that when your not using your weapon it kinda sticks to your body. kinda looks like its holstered but its just there. bigger weps on the back it would be alot cooler than running around carrying your weapon constantly and easier to do than start making holsters.





Thats what i had in mind too. Would be cool if they did this.



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lspiderl
Wed Jun 22, 2005 7:11 pm
#59



i think hes right even if both weapons were shot at full speed with full damage u better hope u kill whatever it is fast or youl be out of action in NO TIME FLAT even with low sac weapons so it would be a trade offi mean if u got a 75 sac pistol u can shoot for a while but still runout of action fast heck i got an ubar pistol with an sac of liek 105 and even with food and spice i run dry fast a a master smug/master pistol and assume u can deul wiled and have 2 75 sac pistols popping off and normal speed and normal damage yes u will do a ton of damage yes u WILL do it fast and YES u will be out of action after like 4 shots lol


so it would be up to the player to choose


and as for hand prefferance i think it should be random upon generation and list it ing utr char sheet



u create a char and just like in life u never know if ull be born left handed

Message Edited by lspiderl on 06-22-2005 07:26 PM



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SaatoKhaar
Thu Jun 23, 2005 4:01 pm
#60

You aren't just born left handed or right handed, somewhere in early childhood you make a conscious choice to start using one hand more than the other. Most scientists believe that right-handedness is dominant because children grow up seeing right handedness everywhere. Babies observe and absorb everything. That's also why left-handedness is seen as a sign of genius, because the baby went his own way when he saw righties everywhere.


Regardless of that jargon, your character isn't a random generated thing that you learn to love, it's a character that for better or for worse you fashion to YOUR liking. Many people use their character as an outlet, an fantasy version of themself that they explore through. So, if someone is a lefty, their character should be able to represent that, if that is important to them.


I like the Dual-Wield idea, and I definitely agree with whoever said use the KotoR system. I also got an idea from Diablo II.


The Barbarian has the ability to either dual wield, or he can use two hands for one weapon. That'd be really cool in SWG. If you were a Fencer, but wanted to have added damage and control, instead of going dual weapons, you could use both hands to wield a 1-handed weapon.



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Nayar
Tue Jul 05, 2005 3:45 pm
#61


%100 agreed....Why didnt the devs think about this stuff?



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Skifi_Widal
Thu Jul 07, 2005 3:22 pm
#62

I see a number of ways the attack mechanics can be implemented for using dual style. Let me explore a few examples from P&P sources which could be adapted for SWG.


D&D: Dual wielding affects the accuracy of the attack. At lower levels, both weapons suffer major accuracy penalties to the wielder. As the skill is improved over time, these penalties decrease. At a Master level the dominate hand suffers no accuracy penalties, but the off-hand stillsuffers minimal accuracy penalties.


This interprets well into the SWG game system as accuracy penalties to the dual-wielder specific to each weapon wielded. Accuracy in SWG is used as a calculation for hit results but also as a damage mitigation when compared to the target's defensive stats. More damage is applied to the target if the attacker's accuracy is greater than the target's defenses. This has the effect of balancing the additional damage caused by dual wielding. Therefore, dual-wielders with little skill in dual-wielding may very well do less damage when dual wielding. Only Masters should be able to achieve an advantage by dual-wielding.


Warhammer: Dual wielding bestows the combatant 1 extra attack per round. If the combatant has an attack rating of 3 attacks per round, the extra hand weapon adds 1 more attack for a total of 4 attacks per round.


To interpret this to SWG, the extra weapon would only be able to use the default ranged or melee attack. When the attacker used a special maneuver (Body Shot for example) only the dominate hand weapon would inflict the special shot, while the off hand weapon would continue to use the basic ranged attack. This could be modified such that as a Master, perhaps you could use specials with the off hand weapon.


Anyway, just proposing solutions to balancing the dual wield proposal. It would be important that dual wielding not become more powerful than single weapon or 2hander users.Reducing the damage of all weapons which could be dual wielded may solve that, but would cripple those that used only 1weapon style. Therefore it maybe better to create new weapons which are specifically designed for 2 hand use only. These "pair of pistols" type weapons would essentially be a single item, inseparable and only usable in dual wield style. Likewise, the current range of weapons would continue to be single hand use only as well. This way a complicated if/then situation could be avoided concerning weapons and their style use for determining the damage they do. Also, damage ratingsare not the only way to balance the dual wield style. The above penalties to accuracy may very well be enough to maintain fair game play assuming the accuracy penalties were suffiently harsh.


In the end, choosing to use 2 weapons over one should simply be a matter of style, and not a combat advantage, else everyone would become dual wielders.






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Eijas
Sat Jul 09, 2005 3:29 am
#63

is this mmo your playing shadowbane ?



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Raign
Thu Jul 28, 2005 10:28 am
#64

/support



-Raign
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Ralrraa
Sun Aug 21, 2005 1:31 pm
#65


/sign


good stuff in here. Especially like the holstering weapons idea. People don't go around carrying their swords and guns 24/7. This would give the game a much better feel!




Ralraa, laziest of all!
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