Please note that as of the time of this posting I've decided against attempting to add polearms. Although I'd love to have them, poles will provide a number of challenges due to the sizes of the weapons in indoor environments as well as for cutscenes. Doesn't mean I won't take a shot at it, but it's not part of the initial plan UNLESS I can find help from someone with experience with animations/etc. (most of what I have here could probably be done with animations already present in the game if I really want to keep it simple).
Also bear in mind I've not even looked at ranged weaponry yet to see what to tweak yet. However you can certainly expect longbows to have VERY high Str and Dex requirements, but also some wicked range and penetration power to go with it.
On to the list:
Melee Weaponry (General)
1) Resize all one-handed weapons to more appropriate scaling
2) Rename all stock longswords as "arming sword" or some variation thereof to more accurately reflect the function of these weapons
3) Increase speeds both for greater realism and to increase the pace of combat (see specific sections).
Daggers (1H)
1) Speeds for daggers will be significantly increased
2) Increase piercing damage for all daggers
3) Dagger requirements based on Dex if possible (reflecting skill needed to wield effectively)
Arming Swords (1H)
1) Moderate speed increase
2) Requirements based on Dex if possible (reflecting skill needed to wield effectively)
3) Add small defense bonus (if possible only when used without shield) to reflect use of sword for parry
4) Make damage type cutting if possible
Falchions (1H)
1) Falchions shall be slower than arming swords in speed
2) Falchions shall be given superior cutting power, but no piercing ability
3) Make damage type cutting if possible
Axes (1H)
1) Axes will be slower than falchions
2) Axes shall have superior cutting power of all one-handed weapons, but no piercing ability
3) Axes shall receive a small bonus against armor
4) Make damage type cutting if possible
5) Add small crushing bonus if possible
Maces/Hammers (1H)
1) Remodel hammers if necessary (no big blocks on sticks)
2) Maces and hammers will be roughly the speed of falchions
3) Maces and hammers will be of moderate striking power, with no piercing ability (exceptions when applicable, IE flanged maces and picks)
4) Maces and hammers shall receive a high bonus against armor
5) Make damage type crushing if possible
Longswords (2H)
1) Longswords shall be added as an intermediate between arming swords and greatswords.
2) Longswords shall be roughly equivalent to falchions in speed
3) Longswords shall have equivalent power to axes (1H)
4) Requirements based on Dex if possible (reflecting skill needed to wield effectively)
5) Add small defense bonus to reflect use of sword for parry
6) Make damage type cutting if possible
7) Add new Talents
Longsword Talents
1) Longsword talents shall use Dex as
requirementRow I1) Pommel Strike (Active) – As in two-handed weapons
2) Ringen (Active) – The fighter closes in and throws the enemy to the ground
3) Hook (Active) – The fighter uses the sword hilt to hook an enemy’s shield out of the way and makes a follow-on strike, ignoring shield defense bonus when determining the hit
4) Disarm (Active) – The fighter uses the sword hilt to disarm an enemy
Row II
1) Half-Sword (Sustained) – The fighter grips with one hand on blade. Speed and piercing bonus at the cost of power for all standard attacks
2) Mordhau (Active) – The fighter grips the blade with both hands and wields it like a club, delivering crushing damage slightly less than a mace/hammer (1H) at cost of speed
3) Finishing Thrust (Active) – The fighter attempts to Ringen (see Row I). If successful, he will deliver a thrust
to his grounded enemy for a critical hit.
4) Harnischfechten (Passive) – The fighter gains attack bonuses when fighting an opponent that wears heavy (IE plate) armor.
Row III
1) Doubling (Passive) –If an attack is defended by the enemy the fighter immediately attempts a second attack at
slightly reduced power
2) Slice (Active) – The fighter makes a draw cut on the opponent. If successful it will impose a movement penalty
3) Zornhau (Active) – The fighter makes a powerful falling vertical cut, inflicting greater damage. Cannot be executed while Half-Sword is active
4) Blossfechten (Passive) – Fighter receives attack and defense bonuses when wielding a longsword while wearing light or no armor (leather/studded, or regular garments)
Greatswords (2H)
1) Shall be slower than axes (1H)
2) Shall have higher cutting power than axes (1H)
3) Add Dex requirement if possible (reflecting skill needed to wield effectively)
4) Shall have higher effectiveness against armor than axes (1H)
5) Add small defense bonus to reflect use of sword for parry
6) Make damage type cutting if possible
Axes (2H)
1) Shall be slower than greatswords
2) Shall have higher cutting power than greatswords, but no piercing
3) Shall have higher effectiveness against armor than greatswords
5) Make damage type cutting if possible
6) Add small crushing bonus if possible
Maces/Hammers (2H)
1) Remodel hammers for accuracy if necessary (no giant sledgehammers)
2) Shall be between Axes and Greatswords in speed
3) Higher striking power than greatswords, but less than axes. No piercing ability (exceptions when applicable)
4) Highest effectiveness against armor
5) Make damage type crushing if possible
Armor (General)
1) Fatigue for all armor types will be increased while strength requirements shall be lowered.
2) Armor shall be remodeled/textured as needed for appearance
Studded Leather
1) Fatigue reduced or outright eliminated
2) As possible damage resistance shall be set as follows:
Cutting – weak
Crushing – none
Piercing – weak
1) “Chain” shall be removed from the name
2) Moderate strength requirement
3) Moderately high fatigue
4) As possible, damage resistance shall be set as follows:
Cutting – moderate
Crushing – weak
Piercing – weak
Splint
1) Splint should be removed entirely for torso armor, retained only for arms and legs (per historical use)
2) As possible, damage resistance shall be set as follows:
Cutting – moderate
Crushing – weak
Piercing – moderate
Scale and Coat-of-Plates/Brigandine
1) Scale should be removed entirely for limb armor, retained only for torso (per historical use)
2) Moderate strength requirement
3) Moderate fatigue
4) As possible, should impose moderate Dex penalty (lack of flexibility)
5) As possible, damage resistance shall be set as follows:
Cutting – moderate
Crushing –moderately weak
Piercing – moderate
Plate
1) Low strength requirement – Although heavy, plate wears lighter than mail since it does not hang on the shoulders
2) High fatigue
3) As possible, should impose small Dex penalty (some lack of flexibility)
4) As possible, damage resistance shall be set as follows:
Cutting – strong
Crushing – moderate
Piercing – strong
Helms
1) Full-face helms (great helms, etc) shall have very high fatigue due to lack of airflow
2) As possible, helms will increase size of “flanking” zone depending on amount of view restriction
Shields (General)
1) If possible, add movement/speed penalty to shields larger than buckler
2) Increase defense bonus of shields
Modifié par Ambaryerno, 06 novembre 2009 - 05:32 .





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