Weapon Systems
I thought of this while playing FFX so it will probably sound like im on crack.
When i played a lot of PC RPGs i noticed this very clunky carrying capacity system. Good in concept, but poorly executed, like the Johnny Nmeonic Movie.
But to the point, how about simplifying it a bit?
Weight classes :
Light Heavy
Medium x-Heavy
The Max You can Carry is x-Heavy or 2 weapons.
This would probably break down like this:
2 Light
2 Medium
1 X-Heavy
1 Light 1 Medium
1 Light 1 Heavy
1 Heavy 1 Medium
You can switch between the two weapons without losing a step, but the total weight of each would affect your agility, but the exact numbers of this i am still working on.
its a bit crazy right now, but i havent done all the math for it
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
Its a good start. I don;t really get where you''re going with this, but IMHO, the grid based inventories are off, since a peice of parchment doesn''t weigh more, or take up as much as much space a dagger.
Anyone who has walked home from school with 15 pounds of books, knows how tough that can be, plus the bag is always falling off your shoulder. Anyways, I think that the more you carry, the more penalized you become, given your wieght. I dont think that there should be a step system of wegiht, like you are stregnth 5, you carry 51 lbs of weight, and you are encumbered. It should be a gradual increase od encumberance. question is, would the player like that? It would really make him/her think about what they carry.
Anyone who has walked home from school with 15 pounds of books, knows how tough that can be, plus the bag is always falling off your shoulder. Anyways, I think that the more you carry, the more penalized you become, given your wieght. I dont think that there should be a step system of wegiht, like you are stregnth 5, you carry 51 lbs of weight, and you are encumbered. It should be a gradual increase od encumberance. question is, would the player like that? It would really make him/her think about what they carry.
yeah, kinda what i was thinking.
It seems sound... in theory, but so does democracy
It seems sound... in theory, but so does democracy
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
quote: Original post by black_mage_s
It seems sound... in theory, but so does democracy
LOL good one.
Jason
"Wise men talk because they have something to say; fools talk because they have to say something." -Plato
http://www.jasontconnell.com
"Wise men talk because they have something to say; fools talk because they have to say something." -Platohttp://www.jasontconnell.com
i hope this doesnt ruin anything, but i just want to say that i fully endorse communism.
"Luck is for people without skill."- Robert (I Want My Island)"Real men eat food that felt pain before it died."- Me
Actually, a rolled up piece of parchment probably will take up just as much space, or almost as much, as a dagger, but it will indeed weigh a lot less. The problem with making carrying and encumbrance systems realistic is it then becomes an unpleasnt hinderance in the game. If it isn''t fun, it needs to be changed. Selling loot isn''t fun, never has been, never will be. That''s one of the reasons I''m interested to see Dungeon Siege''s implementation of pack mules. while it''s isn''t a hard core RPG by any means, Chris Taylor understands that the number one priority to any game is FUN, and anything that detracts from that fun is a bad thing. Complex isn''t bad as long as the player isn''t burdened by the complexity. After all, that''s what all our powerful PCs are for, to handle the complexities.
Communism is also sound in theory, but far worse in implementation then Democracy.
Communism is also sound in theory, but far worse in implementation then Democracy.
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