Greetings, after posting a thread about possibly creating more content for bow weapons, I was made to realize that ONLY bows in the game have a special thing associated with them.
They are the ONLY weapon in the game that:
So, what I would like to do, is create a frame work (and eventual expansions) that would allow other weapons to receive this attention as well. This will allow players to chose whatever weapon category they feel that their specific character would prefer to utilize over everything else. To do this, I realize I would need to do the following:
[*]Assign ALL WEAPONS IN THE GAME a parser to solidify its category
[*]Create a tracked skill (like Tanis' bow training) for each of the (likely the 8 above) weapon categories
[*]LINK ALL OF THE THINGS TOGETHER
[*]Pray
And that's just for the foundation of this system. After its been decided what weapon categories there will be, the following would need to be accomplished for EACH category:
[*]Find, or create at least 2 different weapons for each category to add differentiation and support early game/late-game characters
[*]Find, or create a weapon for each category that would have a scaling attribute
[*]possibly lock this weapon behind a 100% training restriction
[*]Create One unique Skill for each weapon category
[*]Create One unique accessory for each weapon category.
[*]LINK ALL OF THE THINGS
[*]Pray
[*]Repeat steps 1 through 7 until all categories are created
[*]Is it complicated?
[*]Should a newbie really be attempting this?
[*]Is this even needed?
So, why post this? Well I would like input on how best to organize all weapons in the game. While 8 Weapon categories is what i came up with, things may be better if its trimmed down and simplified with 6 or 4 categories total. And it would certainly cut down on coding overhead. There also may be weapon parsers in existence that aren't included in the master list in the google document.
And, of course, this could simply not be desired at all!
So what say you, perverts of the Tainted Space?
For TL
R Steele finds weapon. Steele finds trainer. Trainer does the thing. Steele gets new skill. Trainer does the thing again. Steele gets new weapon. Trainer does the thing one last time. Unlocks scalable weapon from a follower or a vendor.
Repeat for each weapon category. Become fuckmaster of all forms of combat. Fuckmaster Captain Steele.
Current working weapon specials list
Bows - Concussive Shot (damage scales with skill and has a chance to stun). {This is already in the game}
Pistols - trick shot (three very weak shots aimed at the enemy's legs, hands, then head., first has a very small chance to trip, second a small chance to disarm, last a moderate chance to stun.) {Think of a gunslinger firing low first and using the recoil of the weapon to fire upwards in a controlled manner)
Rifles - controlled burst (fires 3 very weak but high accuracy shots, center mass. If they all connect, the enemy suffers an Accuracy penalty from taking withering amounts of weapons fire so quickly. This skill CAN proc additional shots from weapons, but additional shots suffer the damage penalty)
Exotic - unsure
Melee weapons
Blades - Coup De Grace, a devestating lunging attack, dealing moderate damage with a high chance to crit, and inflicting damage over time. Would tire out the player and inflict accuracy and strength penalties for a few rounds of combat, also overextending and committing to a combat ending attack is taxing
Blunts - Crushing blow. Deals normal damage with a moderate chance of knocking down your enemy. Can be used successively, increasing energy costs, but upping the damage and trip chance with each use.
Martial arts - This one, will be complex. The player will be granted a passive that grows in strength with the training level, making fists and fist weapons more damaging. Would grant 2 skills. One that adds 1 bonus attack (because unarmed strikes are inherently weaker than other weapons, and One that would be a kick-involved skill (which would lock out some lower body types) that confers some benefit. Thinking of a small boost to effectiveness when.one ability is used after the other. Perhaps just a buff to the next melee attack.
Whips - Bind, very low accuracy but restrains enemy from attacking you, allows one of 2 special attacks. 1. Slam: ends the bind state, but slams your opponent on the ground for moderate damage, they take a turn standing up again, which gives the player 1 free found to act. 2. Bound tease: grants an extremely high bonus to your tease for 2 rounds. Automatically ends after the 2nd tease (ends the bind state as well). But enemy can immediately act afterwards.
They are the ONLY weapon in the game that:
- Has a trainer
- has a brief quest (find bow, find trainer, max training, get special arrow and bow)
- has a tracked skill
- has a reward for maxing a tracked skill
- has a unique special attack that ONLY can be used by Bows
So, what I would like to do, is create a frame work (and eventual expansions) that would allow other weapons to receive this attention as well. This will allow players to chose whatever weapon category they feel that their specific character would prefer to utilize over everything else. To do this, I realize I would need to do the following:
- Create specific weapon categories, and create a parser for each one
Working idea is Pistol, Rifle, Bow, Specialist Weapons for ranged weapons. Blades, blunts, Whips, Martial Arts (for fists, tonfas, etc) for melee weapons
[*]Assign ALL WEAPONS IN THE GAME a parser to solidify its category
[*]Create a tracked skill (like Tanis' bow training) for each of the (likely the 8 above) weapon categories
Would start at 0/100. Increase naturally by 1 point for every combat victory when you have the weapon equipped
Classes would have 1 weapon each that starts at 25/100. Mercenary would have 2 that receive a starting bonus.
- Training increases skill by 5 points. Would stop at 16 sessions (80 points total) leaving Captain Steele to add his/her/their own flair to their fighting style.
- The success of unique weapon skills would scale of off this training stat.
[*]LINK ALL OF THE THINGS TOGETHER
[*]Pray
And that's just for the foundation of this system. After its been decided what weapon categories there will be, the following would need to be accomplished for EACH category:
- Create several NPCs (or piggyback off of existing ones) to each provide permanent training on these categories.
First one would likely be on Tavros (LOTS of space in the merchant section), a generic gun shop and shooting range. Would not be available until after the first beacon is secured.
- Second would be Fyn, for blade training
[*]Find, or create at least 2 different weapons for each category to add differentiation and support early game/late-game characters
[*]Find, or create a weapon for each category that would have a scaling attribute
The idea behind this is to create a weapon that is initially weaker than most options in existence, but could potentially scale to surpass them if the player finishes the training, finds the weapon, and level's up its associated skill high enough
The skill in question would be based on the player's Primary Stat
[*]possibly lock this weapon behind a 100% training restriction
[*]Create One unique Skill for each weapon category
Possibly suggest one or two select-able or passive perks for the 3 classes based on one or two of the weapon categories
[*]Create One unique accessory for each weapon category.
For the min-maxers in all of us
[*]LINK ALL OF THE THINGS
[*]Pray
[*]Repeat steps 1 through 7 until all categories are created
(limit one category to each Document to limit the amount of insanity and keep things tidy and organized)
- Is this a huge project?
Sort of. I'm planning to segment everything so I am not overwhelmed by the scope of this.
[*]Is it complicated?
Not really in my opinion, as i don't have to write things with body types or smut in mind
[*]Should a newbie really be attempting this?
Sure, you guys are all busy writing all of the kinky smut I enjoy!
[*]Is this even needed?
I've already read some QQing about weapon favoritism (bows) about the forums. i think this can provide a solution so everyone can create their perfect Captain Steele
So, why post this? Well I would like input on how best to organize all weapons in the game. While 8 Weapon categories is what i came up with, things may be better if its trimmed down and simplified with 6 or 4 categories total. And it would certainly cut down on coding overhead. There also may be weapon parsers in existence that aren't included in the master list in the google document.
And, of course, this could simply not be desired at all!
So what say you, perverts of the Tainted Space?
For TL
Repeat for each weapon category. Become fuckmaster of all forms of combat. Fuckmaster Captain Steele.
Current working weapon specials list
Bows - Concussive Shot (damage scales with skill and has a chance to stun). {This is already in the game}
Pistols - trick shot (three very weak shots aimed at the enemy's legs, hands, then head., first has a very small chance to trip, second a small chance to disarm, last a moderate chance to stun.) {Think of a gunslinger firing low first and using the recoil of the weapon to fire upwards in a controlled manner)
Rifles - controlled burst (fires 3 very weak but high accuracy shots, center mass. If they all connect, the enemy suffers an Accuracy penalty from taking withering amounts of weapons fire so quickly. This skill CAN proc additional shots from weapons, but additional shots suffer the damage penalty)
Exotic - unsure
Melee weapons
Blades - Coup De Grace, a devestating lunging attack, dealing moderate damage with a high chance to crit, and inflicting damage over time. Would tire out the player and inflict accuracy and strength penalties for a few rounds of combat, also overextending and committing to a combat ending attack is taxing
Blunts - Crushing blow. Deals normal damage with a moderate chance of knocking down your enemy. Can be used successively, increasing energy costs, but upping the damage and trip chance with each use.
Martial arts - This one, will be complex. The player will be granted a passive that grows in strength with the training level, making fists and fist weapons more damaging. Would grant 2 skills. One that adds 1 bonus attack (because unarmed strikes are inherently weaker than other weapons, and One that would be a kick-involved skill (which would lock out some lower body types) that confers some benefit. Thinking of a small boost to effectiveness when.one ability is used after the other. Perhaps just a buff to the next melee attack.
Whips - Bind, very low accuracy but restrains enemy from attacking you, allows one of 2 special attacks. 1. Slam: ends the bind state, but slams your opponent on the ground for moderate damage, they take a turn standing up again, which gives the player 1 free found to act. 2. Bound tease: grants an extremely high bonus to your tease for 2 rounds. Automatically ends after the 2nd tease (ends the bind state as well). But enemy can immediately act afterwards.
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