Weaponsmith Archive
Thread: A suggestion to vary the type of weapons used by players
lol.. i can see a pikeman running around with a wooden staff
might be neat, tough i have no idea how hard/easy it might be to program any coding in for something like this. probably not a feasible idea, but nice thinking.
Now this wouldnt make a huge impact for anyone else, but at least the wookies would be runnin around with bowcasters like they should be
If I could, I would revamp weapons along the light-sabre line. They are basic shells which can take power-up components. If you want a krayted power-handler, you can get one, but the power-handler eventually wears out and needs replacing. So the guns become more dependent on loot, and loot can do interesting things to stock guns. You determine slots on a gun by using experimentation points. A maxed-out T21 would have no slots, but a lesser-damage version would have slots. So the trade off becomes a perfect weapon now, or a lesser weapon that could be made way stronger with loot. (This has its own problems, as once the "best" combination is found, all other combinations will be ignored.)
1. Fistly.....we need more weapon schematics. There's not much of a choice out there....
2. Drastically widen the difference between stats.
- Each profession needs a highdamage weapon.
- Each profession needs a highspeed weapon.
- Each profession needs a high accuracy weapon.
- Each profession needs low HAM weapon.
I know that us WS's can experiment one way or the other.....but the weapon schematics themselves ought to have bonuses in these areas. That way if a combat typehas difficulty hitting a foe (i.e. jedi saber block) let's have a high accuracy pistol, that might be low damage...but will at least get thrugh the blocks etc.
Some people might prefer accruacy, other's speed, others low HAM. I think the system was initially designed this way, but it doesn't work. The other stats just can't compensate for high damage....and thus high damage wins every time.
3. Drastically increase the amount of uses for temporary schematics. (2 scythes.... that's crap)
Here is what I propose:
1) More and varied schematics - new weapons, race specific weapons, low HAM, high damage, etc.
2) Use different resource stats to make the weapons rather than JUST Overall Qaulity, Shock Resistance, Conductivity, and the like. There are a lot of other stats that would make sense to use on some of the weapons other than the ones listed above so why not use them - even if it is to limit the power of some weapons due to capped resources. BUT, don't just use other stats for capping damage or HAM on weapons - give us a random factor as well. Let's say I make a one-handed curved sword with metal that includes 100 heat resistance and 900 cold resistance. Why not give that weapon a chance for a DoT that deals out cold damage? Say Cold, Health, Strength 100, Duration 50s, Potency 50%, Uses 4000. THAT would give weapon makes new and varied weapons with interesting properties. It could even be where you must "sacrifice" one or two experimentation points (not permanent, just not usable to increase that particular weapon) for the chance at a nice DoT.
Bladewraith wrote:
To everyone who keeps saying the words "more loot" - please stop...... The only viable option I see at the moment to make crafting more open is along the lines of what Sami-jx proposed (more and varied schematics).