TheCity wrote:
Well, I decided that it would be cool to have a discussion about potential weapons in-game.
en.wikipedia.org/wiki/List_of_premodern_combat_weapons
-Sai
-Nunchaku
-Gun-Blade
-Tentacle Whips
-Cesti
-Hand Cannons
-Chained
These are a few of my favorites, I do not expect VO to cover the entire list on wiki, but it would be cool if that included numerous categories of weapons.
Also, what about minion weapons? Stealing this idea, but mounted back cannons for dogs, cats, etc? Too much? Probably
.
I'm a bit late to the race, but here is some input for you:
Implemented:
-Sai
-Chained (Chains in Valiance; we'll eventually allow players to add weapons to the end of the chains)
Planned:
-Nunchaku (Yes they are possible and would use our Whip and Chains power set's physic tech)
-Gun-Blade (Bladed Gun in Valiance)
-Tentacle Whips (Tentacles in Valiance)
-Hand Cannons
Adding cesti to the list wouldn't be hard at all; will add that to the power sets to-do list.
Powerhelm wrote:
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I'm a big fan of fully functional shields.
There should be a ranged super narrow cone power that knocks down and damages anything in it's path but must have a specific target selected. If there's a way for the system to identify hit boxes and enemy type together it could play a shorter version of the animation to simulate the shield bouncing off a boss.
Also, I feel shields as a weapon are really mishandled even in CoH. There should be a slashing element like when Cap uses his shield to cut things, a bashing element for, well, bashing with the shield. I would also like to see a targeted Def Swap. Some where you reduce your Def but maybe increase dodge and your shield appears on the arm of target friendly PC/NPC and boosts their Def for X period.
Our shields are fully function and have a power set of their own. There are two type of shield power sets and one is for the Melee-Damage Power Group and one for the Melee-Defense-Support Power Group. The Melee-Damage shield type has many features you've referenced such as "Backhand", "Shield Punch", "Shield Charge", and "Shield Throw". The Melee-Defense-Support shield type has the player using a more less solo-friendly shield; it's a pretty massive shield and it has the ability to unfold and extended to shield many members of your team from incoming projectiles.
There is a unique element in-development called Dual Primary which allows the player to create characters that can have a mix of 2 identical power classifications to create a mixed primary power set. So if you want to use a sword and a shield, you could create a dual primary character. The Melee-Damage shield is capable of being combined in this way, whereas the Melee-Damage-Support shield type can only be used as a single, primary power set.
Hells Wing wrote:
How about punching Daggers? I've always quite liked them and claws obviously as a big fan of wolverine.
Maybe Rifles as a alternative to duel pistols, massive weapons for those who like characters with weapons of hilarious sizes line in Anime and of course, I'd love to see duel-weilding swords as a option too.
There will be knives and daggers added to the Claws power set's weapon customization list. You'll be able to choose properties such as clean or rusty and sharp or jagged as well. There will be lots of options for per power set weapon customizations.
The Dual Gun power set currently only features pistols but allows for the mixing and matching of various pistols. This courtesy will also be extended in the future to support dual shotguns, sub-machine guns, machine-pistols, and assault rifles. Our Systems Director even had to create unique power sets to support the other dual weapon types as the attacks are dependent on server hooks; this is the reason we don't allow characters to utilize a pistol and a sub-machine gun simultaneously. A hook determines how many times per attack, damage can be processed on the server. If we allowed you to use a pistol and a sub-machine gun, you'd see each weapon firing a single shot multiple times before the end of and animation, or you'd see the pistol fire one and then the sub-machine gun spray a few before the end of the animation. I did some tests with those combinations using both methods and they felt very odd, so we decided to maintain duality based on types.
Archanarchist wrote:
shields weapon and defence power sets,
high tech power arm, (supper strong, inbuilt guns ext maybe a temp shield generator power,hybrid ranged melee with temp invulnerability or similar,CoX lacked this although its not a uncommon piece of supper hero apparel)
twin pistols (semi utility hybrid set lower range),
sword (ok speed ok damage, average damage good over time good accuracy a little CC),
staves(some CC/defence buffs),
assault riffle(good range couple of aoes good accuracy),
mace(some CC slow big hits),
axe(high piercing damage high damage slow hits lower accuracy),
crossbow (long range slow hard hits, piercing damage hits targets behind first),
bow(utility powers, green arrow ext style, good accuracy),
throwing daggers/melee (hybrid combat set some CC good accuracy short range)
id like to also add stuff like man catchers to list
but ill restrain myself
A Power Arm and Shield slightly super enhanced senses mildly improved strength and healing style, "mildly super soldier" that mostly relies on a high tech Shield and Weapon Arm and body Armour would be great fun to play
Here is the rundown on yours Archanarchist:
Implemented:
- shields
- twin pistols (Dual Firearms in Valiance)
- sword
- assault rifle (Currently it's only available for my signature character but will be expanded for players soon)
- axe
- bow
Planned:
- staves
- mace
- crossbow
- throwing dagger (Blade Projection in Valiance; can be customized to shurikens, throwing knives, daggers, etc)
Experimenting:
- high tech power arm (Mimetic Weaponry in Valiance)
We've been experimenting with tech for a melee power set called Mimetic Melee for quite a while now. We've come up with some pretty cool tech that we will be showing soon. Players will be able to create constructs as part of the power set, which right now is restricted to holographic style morphing constructs, but the plan is to allow different construct styles in the future such as liquid metal, nanites, and transforming sold metal. Many of the current attacks have the characters arm or hard augmenting into large constructs and weapons. This could easily be expanded into the power set you've suggested. I've added that to the power set to-do list.
Gerald Deemer wrote:
As long as the weapons are visible when they are not in use I´m fine with anything.
I'm going to address this during my response to ZeeHero's post.
ZeeHero wrote:
Weapons if visible at all when not in use should absolutely be optional. not everyone wants to see the unused weapon graphic on their character, heck some superheroes can fabricate weapons from thin air.
Thanks for the input ZeeHero, this is exactly how it will be handled. At the moment, we've established which weapons will be visible and which weapons won't be visible, but we'll be building a very elaborate tool for the character creator to allow players to define how their weapon is stored and retrieved. For example, our current Ice Melee ability has the character draw their weapon by generating it into an empty hand as the draw animation. On a successful strike, the weapon explodes into fragments and they generate another random melee weapon during the transition back to the idle position. If the character exits the in-combat state while holding a melee weapon, the character shatters the weapon by forcibly crushing it with their hands. They then return to the idle out-of-combat stance. Players will eventually be able decide if their character shatters the weapon upon exiting the in-combat state and define where they store the weapon on their character. Maybe you never want your character to put their weapon away; that will be very much possible as well.
There will be a lot of depth to this as we don't want to force players into any specific creativity pattern.