Heh. I'm not looking for THAT kind of realism. It was just a small list of things I'd thought up. Sheesh. n/t:

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Posted by Radakh on August 16, 2000 at 06:04:57:

In Reply to: While yer at it...Id like to see your chars have to poop and pee too...*meant sarcastically...kinda* NT posted by Elmaster on August 15, 2000 at 21:33:31:

> > A few wishes I came up with when thinking about CF combat.

> > New skill called offhand fighting that when perfected allowed some of the simpler
> > specs to be done with weapons in the offhand.

> > Sword: Get rid of flourintine. Have a two handed school of swordplay with it's own
> > set of specs. 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.
> > Get rid of doublethrust and go with some form of a slashing attack as most swords
> > were used as slashing weapons.

> > 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.

> > Split up staff and spear and make each a spec:

> > Staff: Get rid of spin and give them enhanced parrying ability. Give them smashing type
> > attacks which can break kneecaps, elbows and hands and feet.

> > Spear: Pretty much keep all the specs except spin and give them a something similar to distance.

> > Dagger: Make some of the skills usable in the offhand and make it's parrying ability almost nothing.

> > Whip: Less parrying than the dagger which means zero.

> > 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.

> > Polearm: Get rid of charge and chargeset.
> > Give them an attack similar to hamstring only aimed at the back of the knee. Give them something against
> > shields so they can pull them down and execute a thrusting attack.

> > Shield use: Bashing techniques. It should be the best spec for defense.

> > Armor: Wearing plate, chain, leather etc... should actually mean something in terms of protection and mobility.
> > 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.

> > Weapon and armor weights: Need to be looked at as there isn't a human alive who can use a sword that weighs 25lbs
> > or an axe weighing 35+ lbs. Giants are a different matter of course.

> > 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.

> >
> >
> >


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