Re: Wish list of things I'd like to see changed concerning combat.:

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Posted by Desert Rose on August 15, 2000 at 14:38:04:

In Reply to: Wish list of things I'd like to see changed concerning combat. posted by Radakh on August 15, 2000 at 14:14:04:


> New skill called offhand fighting that when perfected allowed some of the simpler
> specs to be done with weapons in the offhand
No

> Sword: Get rid of flourintine.
Why, dear God Why? Is the crack affecting your mind as well as your penis?
> Have a two handed school of swordplay
They're call paladins.
> Change flurry so that there's a chance for the defender to deal
> damage to the one flurrying and drop the lag down to two rounds.
No. Like I said, Weed = ok, Crack = Bad. Even a Gnome Warrior Flurrying Every
Two rounds would be insane.
> Get rid of doublethrust and go with some form of a slashing attack as most swords
> were used as slashing weapons.
Not a bad idea- Make it jab, though.
> Axe: Get rid of hook and add a spec similar to jab only using the end of the haft.
> An attack similar to boneshatter which causes bleeding since the axe does as much
> internal damage as external when it connects.
No, No and No. Do you *really* want to be anally raped by axe specs even more than
you are already?
> Split up staff and spear and make each a spec:
Why? They're the same weapon except one has a pointy end.
If anything, split up Whip and flail.
> Staff: Get rid of spin and give them enhanced parrying ability.
What the hell do you think Spin is?
> Give them smashing type
> attacks which can break kneecaps, elbows and hands and feet.
Not a bad idea, but impale is good enough.
> Spear: Pretty much keep all the specs except spin and give them a something similar to distance.
Do you even play CF? Defensive Spin = Distance w/o the advent of a polearm.

> Dagger: Make some of the skills usable in the offhand and make it's parrying ability almost nothing.
You can't find a no-rem dagger? Is it that hard son? And daggers parrying ability *IS* almost nothing.


> Whip: Less parrying than the dagger which means zero.
Your wish has been granted.

> Flail: Get rid of choke and pull. Give them some form of attack where they whirl the flail, striking
> possibly more than one target, including themselves and groupmates.
Not a bad idea, I suppose. But have you been choked and pulled to death lately? Didn't think so.

> Polearm: Get rid of charge and chargeset.
**** WHAT THE FUCK ARE YOU ON??? ***** Is it prescription or can I get some over the counter?

> Shield use: Bashing techniques. It should be the best spec for defense.
Actually not a bad idea.

> Armor: Wearing plate, chain, leather etc... should actually mean something in terms of protection and mobility.
Agreed
> Plate should be hard to find and should offer excellent protection against most weapons. Chain should be easier
> to find and offer protection against slashing and thrusting, but offers little against crushing. Leather should
> be easiest to find and should offer minimal protection against thrusting and slashing. It should offer little
> protection against crushing.
Agreed again
> Weapon and armor weights: Need to be looked at as there isn't a human alive who can use a sword that weighs 25lbs
Have you ever seen a Scottish Claymore? It's not made of plastic, I'll tell you that much. However, you could be
correct, there may not be a Human alive that could wield a sword weighing twenty five pounds (doubtful), but
neither is there a human alive that could survive a direct axe blow and continue fighting/dodging/parrying. Also,
"Back in the day", Humans were much more able bodied than the pasty white flabby bastards we've become.
> or an axe weighing 35+ lbs. Giants are a different matter of course.
Yes they are. And Humans could wield an axe weighing 35 pounds

> Armor and weapon size: One possibilty for using size factors in armor and weapons might be to make the smiths able
> to resize them for a fee.
Very good idea.


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