Ravyne: Those are good points, that is why the category below it in rarity, Deity weapons, exist, which can be taken, and kept indefinitely. Unique weapons exist for extremely competitive players and to create intrigue for that weapon class. But then again, maybe it's too controversial?
Yes, that is what I was thinking, since the MMO I mentioned, there are probably players that have some super rare item, but never logged back in again when others are seeking such an item to buy or trade.
The guild ownership idea is a possible solution and could solve some aspects of this weapon category.
I should explain the other weapon classes for more perspective. There are seven in total. Aside from Soul weapons, some of the higher weapon classes may or may not grow in power, depending on the individual weapon.
Normal: The most common weapon class. They have a set durability, and eventually wear out and need repair, and they can easily break during a fight from using too many strong techniques in a row. There is more to it but I'll keep it short for now.
Soul: This weapon class can only be obtained via forging. It basically takes a piece of the character {Nail clippings, lock of hair, etc.} and a special material, that when combined, will create a weapon that grows with the user. This weapon class has many special properties such as self-repair/regeneration during a fight{although, the speed varies depending on the user and regen technique}. The drawback of this weapon class is that along with the materials used to make it, the other "ingredient" to create this weapon is sacrificing up to half the total amount of your stats. {I'm still tweaking this detail, it might be more like 20% minimum, but still 50% of your stat total.}. The weapon basically is a part of your character, but the stat sacrifice is due to the fact that the weapon grows in proportion to your stats. There is more to this weapon class, which I will go into more detail in a later post.
Special: Basically, normal weapons with special traits, such as a short sword imbued with a fire element, or a regular buckler that happens to have a small regen ability for self-repair, but nothing else. These can be gotten a number of ways, and will eventually break from overusage and multiple repairs, just like normal weapons. They are still common enough to be found in the hundreds or thousands, while normal weapons are so abundant, that they can end up being junk to higher players, special weapons can sometimes have some value.
Legendary: Has many special traits like a Soul weapon, including growth, but it's completely independent of the user. Thus if somebody with a Soul Weapon finds a legendary that matches their weapon type, they can re-absorb their Soul weapon, get their stats back, and wield this type instead. Some legendary weapons grow, some don't.
Mythical: As uncommon as a legendary, but multiplies stats instead of adding to them. Some grow, some don't. But what Mythical weapons do is that they are strong in proportion to the user, thus, if a very weak person wields a Mythical weapon, they won't get much from it, but a very strong player will be immensely more powerful.
Deity: These start off immensely powerful, at the highest end that a weapon can be. They don't grow as they are already at the pinnacle of strength for a weapon, plus having many special attributes. Legendary and Mythical weapons can only get to this level of power over time, and only if they are a "growth" type instead of a "static" type.
Unique: The weapon class I was speaking of in the topic. These are one of a kind weapons, and just slightly stronger than the Deity class{Maybe I will change that in the final game and make them the same level, but attain their full extra 20% power when against the cpu.} I already explained most of what this class is about. For people that don't really care about getting something unique, they can settle for the Deity class. For example, while the Unique weapon mentioned earlier was "Thor's Hammer", the "Deity" version of it would be "Thunder God's Hammer." and have similar stats, just a different design to the weapon.
Anyway, the reason that theres "growth" and "static" weapons is that say, there is a legendary sword called "Dark Sword", most specimens of with stats already higher than the average special weapon, but they will be "static", while some might be slightly weaker than a special weapon, they can grow over time to be up to twice the power of a static version of the weapon. Some legendary weapons have a growth limit that allows them to attain equal power to that of a Deity weapon.
The reason some weapons add, while others multiply, is that both benefit different players. Say same weak player wields a Legendary sword that has a stat total several times their normal stats. Example: Player stat total: 100, Weapon stat total: 900, thus the player now is 10 stronger through addition, while if they found a Mythical that multiplies their stat by x3, they are now only at 300 stat total. Meanwhile,
I'll elaborate more on this game below:
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Another thing I want to show, is that the elements in this game aren't just flavor, they have stats as well, here is an example, the minimum stat per minimum unit of that element.
Energy{default element):
Power: 12, Speed: 12, Impact: 12
Energy cost: 12
Ki:
Power: 15, Speed: 5, Impact: 15
Energy cost: 12
Magic:
Power: 15, Speed: 15, Impact: 5
Energy cost: 12
Fire:
Power: 34, Speed: 2, Impact: 1
Energy cost: 12.3
Water:
Power: 6, Speed: 5, Impact: 27
Energy cost: 12.6
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Sound:
Power: 2, Speed: 20, Impact: 10
Energy cost: 10.6
Plasma:
Power: 20, Speed:10, Impact: 2
Energy cost: 10.6
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Lightning
Power: 18, Speed: 29, Impact: 10
Energy cost: 19
Ice:
Power: 26, Speed: 5, Impact: 26
Energy cost: 19
Rock:
Power: 16, Speed: 3, Impact: 38
Energy cost: 19
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Holy:
Power: 48, Speed: 18, Impact: 33
Energy cost: 33
Hex:
Power: 33, Speed: 18, Impact: 48
Energy cost: 33
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Lit:
Power: 100, Speed: 100, Impact: 0
Energy cost: 64
Obscura
Power: 100 Speed: 0, impact 100
Energy cost: 64
Thus, if you where using a jack of all trades character, you would be able to use Obscura type attacks less times than a fire type attack. If you where a character with a high energy capacity, you would use Obscura abundantly, but since your characters power stat would be low, that 100 power of obscura multiplied off a low stat will not be much. The player would have to think when building around that element. Do they want to take advantage of its high power, raise their power stat, and be a hit and run type character due to their low energy capacity? Perhaps they have put both Power and Energy high enough to use Obscura several times in a row, but now they've become a glass cannon, with defense stats so low, that your offense is literally your only defensive option.
This is the nature of the game I'm building. There is no class, you just think how to build your character based on the fighting style you wish you to have.
The character customizer will be very flexible. It might have to use an improved version of the technology used in a few games you might not have heard of, where you could "draw" your character, and it would be rendered in 3D. I remember reading several of these games where based off a program called "Teddy", made several years ago.
I might use some limited form of it, restricted to individual parts, so things don't go out of control and somebody makes something obscene.
Anyway, you are not just limited to a human/humanoid shaped character. This game, you can make your character have four arms, tentacles, no arms, and so on. You can add wings, tail, which will affect what mobility techniques you can use. To demonstrate how this affects your stats, if you have a speed stat of 400, and four arms, each arm would be 100 in speed, if you had two arms, each are 200, you could attain 400 speed with two arms if you two hand your weapon. A weapon's hilt might limit how many arms you can use with it. A one hand sword's hilt value would only allow for a single hand to use it. Two hand sword, two hands, a spear would allow a four arm user to use all four arms to attain their true attack speed value. But the advantage of four arms is that you have the option to wield up to four different weapons,{although, if your using a soul weapon, despite the soul weapon being 50% of your original stat total, that 50% is further divided between the 4, thus each weapon is individually weaker.} Although there is the advantage of extra attacks and so on.
I'm still designing this aspect, and trying to decide how complex it can be, within the limits of whats possible right now in 3D. Sure, it might be good to keep it as simple as possible, but I think there is something to having your own fully customized character, colored the way you want them. This may lead to awful things such as people brightly colored in the worst combinations.
Because of the high level of customization, the game would have a myriad of unique builds, and no one person would look the same, unless they tried to copy somebody else or intentionally looked the same for guild purposes.
Anyway, as you can see, this game is very complex, I've only explained very small parts of it, and it's already turned the post huge. That is why it is a game I'm leaving for when I have the actual resources to do.
As for the weapon types in the game, there are the ones you are familiar with: Sword, Axe, Club, Bow, and so on. But because of the setting of this game, there are things like gloves, gauntlets, amulets, "guns", "Internal", "glass", and several other weapons that you wouldn't see together at the same time.
For example, "Guns" can range from Flintlocks with magic ammo, to futuristic "laser" guns{these would be compatible with elements such as energy, plasma, and lightning}.
"Internal" are microscopic weapons that modify some aspect of the user to increase their power like a weapon would. For example, if a sword increases your attack power, an "internal" weapon that hardens your skin would act like a shield and gauntlet at once. Another "internal" type might turn the users limb flexible like a whip, allowing them to use whip type techniques without the actual weapon, as well as using the flexible property in certain defense techniques, or even counter techniques such as catching a projectile and rebounding it back. The drawback of these weapons is that they have to be activated to use, otherwise, the person is practically weaponless while it is in-active. There is more to these weapons, but explaining it all would make this post's overall length even bigger.
Glass refers to things like Mirrors, Magnifying glass, and telescopes. In other games, these are just useless items, but here, they are weapons. Wher a sword is a weapon that increases kinetic force/physical attacks, glass weapons increase the power of linear energy attacks, such as energy, magic, and lit.} Mirror would be the Shields equivalent, in that while Shields defend/block/deflect physical attacks, Mirrors do so for non-physical attacks.
Some weapons might look humorous, such as within the club types, you have wooden club, mace, flail, hammers, and even giant wrenches.
The aesthetics of a weapon can range from medieval, to futuristic designs. Variety is a prevailent theme in this game.
I do plan to re-organize the type naming convention of weapons. Maybe something like Bludgeon type for all blunt weapons, Edge type for weapons with an edge, even if its a non-cutting sword, and so on. Ability type for internal and similar weapons.
I should probably move this portion of the post below the plus line to a separate thread.