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Equipment: Is it Out of Control?

Started by December 28, 2003 02:07 AM
30 comments, last by Iron Chef Carnage 21 years ago
The thing about maintance with weapons is actually the otherway around. A high performance machine requires regular maintance in order to keep in performing. The same is true about if you have a mastercrafted balde you have to take care of it that means, you''d probably have to spend an hour or so every night clean and sharpening to ensure the weapon performs as well as it should.

as far as why a weapon gets better there a million reason the game author can choose the most appropreite to the game.

There''s
magical enchanments.
biotech/living weapon.
Soul eating weapon.
getting used to it.

whatever.

What about the idea that since the players a hero''s they need heroic equipment? As such blacksmith don''t have the kind of weapons they need just lying around. As such the player has to do a small quest to gather the materials need for the blacksmith to complete the weapon.

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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document

I have a mathematical solution, though, it presents the problem that the Statless-Characters threads seem to complain about.

Lets assume for a moment that the character in question has only one (or two or three but less then 10) weapon(s). Lets also assume that weapons are relatively similiar, with only strategical changes, like this weapon weighs less, making better movement on the battle field, but it's also weaker. And then consider some kind of means to change the weapon's attributes, like equipping magic gems or parasitic slimes.

The mathematical answer is to have each weapon rated via "Assault Quotient", which is another way to say a percentage multiplier.
Ironsword    AQ:105%  Wt.12Bronzesword  AQ: 95%  Wt.10 

If you stay around the "center", and depend on the character's strength for creating attack damage, then theres no problem. If you're tring to remove numbers from both the player and the weapon, then we have a traditional Zelda game.

Just for reference, you don't need to list percentages, divide by 10 all around and you have the same effect.
Ironsword    AQ:10.5  Wt.12Bronzesword  AQ: 9.5  Wt.10 

I suppose it would gives that 1d20 feel.

[edited by - inmate2993 on January 3, 2004 3:18:44 PM]
william bubel

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