Weaponsmith Archive
Thread: Idea for Weps in Curb, Need feed back.
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Qui_ConGinn
Fri Apr 01, 2005 11:28 pm
#1
I posted this in the Test Center Forum. But ppl over there are too worried about crying insteand of testing so I figured I should try the WS forum since this would affect you guys too. Feel free to flame or what ever you think would be best, love to hear new ideas.
Ok, after playing on TC5 for about 24 hours total (yes I know sad). I've noticed a few things about weps damage and such. To cut straight to the point I think we will end up back to were we started from, everyone useing 2 or 3 weps in each profession and thats all. With only a set number of weapons in each profession having an element type damage, these could end up being the only ones used.
What I think would be a good idea is to keep the weps that have that set element damage on them the way they are, and the weps that only have energy/kinetic. On those allow a WS to put in an element "core" in the wep that they want. Would add more detail to the game and a lil bit more custimization to the game.
Open to any feedback. I figured we had better start doing what we arehere to do, getting bugs fixed and posting new ideas.
P.S. If this is already in the CB, just flame me so I'll know
sabacc1000
Sat Apr 02, 2005 12:04 am
#2
An idea similar to this has been floated a few times over the history of SWG (and one I voiced myself at one point) but I see one serious problem with it.
Take 2 weapons;weapon A, with an elemental aspect to damage, and weapon B, without. By your proposal, WS's would be able to craft a component to add an elemental aspect to weapon B, correct?
The problem is with establishing a balance. If weapon A is balanced against weapon B, while B does not have the elemental, then adding the elemental to B will make it far more desireable overall than A. Conversely, if they are balanced keeping in mind that B can take an elemental, then the decreased stats that B will suffer will make it a useless weapon without the addition of the elemental. Thus, B will become a de facto elemental weapon, and nobody would ever have a reason to use weapons with only their kinetic or energy base.
The most obvious solution is to make adding the elemental core have an opportunity cost (decrease something else in order to gain the elemental bonus). However, this would probably make weapon A and weapon B with the elemental exactly the same. A will likely suffer some sort of damage, speed, or other penalty with respect to B in order to have its inherent elemental, so imposing a similar penalty on B in order to add an elemental to it will really just yield a situation in which A and B are the same in the end.
Having only 1 or maybe 2 weapons in each profession that do each particular elemental damage type make it much easier to control their function and to balance their stats against other weapons.
Message Edited by sabacc1000 on 04-02-2005 02:05 AM
Qui_ConGinn
Sat Apr 02, 2005 12:10 am
#3
Yea, I was worried about that too, but what I'm thinking is that those 2 or 3 per profession will be the only ones used becuase they can do elemental damage that would possibly get through armor. I'll be the first to tell you I'm no crafter, and I know jack crap about crafting weapons. I just want every weapon you guys make to have a use, not just 2 or 3or less like it is now.
sabacc1000
Sat Apr 02, 2005 12:36 am
#4
Qui_ConGinn wrote:
Yea, I was worried about that too, but what I'm thinking is that those 2 or 3 per profession will be the only ones used becuase they can do elemental damage that would possibly get through armor. I'll be the first to tell you I'm no crafter, and I know jack crap about crafting weapons. I just want every weapon you guys make to have a use, not just 2 or 3or less like it is now.
You and me both ![]()
My guess is that once some balance work is done on the weapons, that those that do not include elementals will have significantly better speed or damage to compensate. Think of it kinda like using a T21 vs. a DXR6b in the current system (assuming the stats weren't quite so disparate as they currently are). In general situations, you'll want to use the higher damage weapon, but ifyour target'sgot a particularly high energy resistance, or a particularly low acid resistance, then you'll probably want to change weapons to compensate.
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