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HR-Drake Machine King
Joined: 06 Sep 2002 Posts: 465 Location: Gadget Hell
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Posted: Mon Sep 16, 2002 3:16 am Post subject: Re: Melee weapons |
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[quote author=Trevor Rage link=board=combat;num=1031928043;start=15#29 date=09/15/02 at 15:34:29] ::brandishes a +2 weed eater of death and destruction:: [/quote]
Muahahahaha _________________ Something wicked this way comes... |
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Dante Boi Toi
Joined: 12 Sep 2002 Posts: 728 Location: Orlando, Florida
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Posted: Tue Sep 17, 2002 5:11 am Post subject: Re: Melee weapons |
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So will those weed eaters be available through a special merchant? Perhaps a prize at one of the festivals or something? And we can't forget...added damage capability to foliage type creatures like man-eating plants and the like? ;D _________________ Help! Help! I'm being oppressed! |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Tue Sep 17, 2002 8:08 am Post subject: Re: Melee weapons |
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<laugh> _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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HR-Eleanora
Joined: 05 Sep 2002 Posts: 87 Location: Second Floor of the Agora, Terra Historia
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Posted: Tue Sep 17, 2002 7:03 pm Post subject: Re: Melee weapons |
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Nah, I'm sure we can put them as regular stock in a store of some kind. Every Eolai needs access to weed-eaters! <giggles>
Eleanora _________________ Terra Historia: So authentic, you'd think you were back on Earth. Come for a visit and you'll never want to leave! |
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Nojym
Joined: 09 Nov 2002 Posts: 173 Location: Feel me breathin on your neck, then don't worry bout it.
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Posted: Mon Nov 11, 2002 4:05 am Post subject: |
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on the subjest of blades, what are going to be determining factors for ability to repair them?
Nojym |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Mon Nov 11, 2002 7:09 am Post subject: |
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I would say repair factors for ALL weapons and armor would likely include, but not be limited to:
- Player's repair skill.
- Player's coordination.
- In rare cases (for forged weapons), player's strength.
- To a smeller degree, player mentality.
- In some cases (intricate weapons) player intellect.
- Player perception to a lesser degree.
- Degree of damage the weapon has sustained.
- Possibly how many times the weapon has been repaired before.
- Any special aspects to the material the weapon is made with.
- Any modifiers for intricacy of the weapon design.
- Any bonuses the weapon may have.
- Random roll.
_________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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Nojym
Joined: 09 Nov 2002 Posts: 173 Location: Feel me breathin on your neck, then don't worry bout it.
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Posted: Mon Nov 11, 2002 12:03 pm Post subject: |
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Blink! Blink!
Okay, okay, I'll let you guys handle all that, I was more curious as to whether repair is going to be limited to crafters only or, is it going to be, if you use it, you can repair it? How well you repair the item is based on how much you train those aspects needed to repair the item. If it's gonna be use it, fix it, will say, a merc, be able to completely repair their pistols to like pristine condition with enough skill or, just to a limited state of repair which gets the pistol functional but still questionable? Further and complete repair would require the skills of a true craftsman? Personally, I hope to be able to use it and train to be able to completely repair it. Not just weapons either, armor needs to be fit in there somewhere but, I could see something like DR uses.
Barbarians in DR are the elite with weapons, therefore, it's much easier for them to make capped weapons but their skills lack a lil in the armors as they are not an armor intensive guild. Paladins fill the slot with armor. Both guilds can forge armor and weapons, barbs just make better weapons and palis make better armor. Course, with the changes they are making to forge, I imagine all of that won't matter much in the near future, anyone that trains will be able to forge capped armor and weapons.
Nojym |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Mon Nov 11, 2002 1:30 pm Post subject: |
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I'm not certain on repair yet, to the degree you're asking. I can say that anyone will be able to attempt to repair their weapons/armor and that Artisans will be able to do this best.
I don't yet know to what degree you can repair, though I would assume skill would fit in there, so you'd need high skill to repair to max. I also don't know if the skill of the weapon/armor would be necessary to repair it. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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Nojym
Joined: 09 Nov 2002 Posts: 173 Location: Feel me breathin on your neck, then don't worry bout it.
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Posted: Mon Nov 11, 2002 2:12 pm Post subject: |
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Well, skill in a particular weapon or armor would definately aid in the making or repair of such item. The reason being, if you use the itme, then you have more knowledge of it. How it works and would help you to better understand how modificatons would affect the item. I can see where skill in the use of the item shouldn't be necessary to make or repair it but it should definately be considered as an enhancer to help offset other skill requirements for those not of the craft trades. I mean, when you think about it, one would think that someone who has at least held a pistol, fired it, or owns one, would pick up on how to repair it a lil quicker than someone who has never even seen a pistol. Just my two (smallest currency of HR).
Nojym |
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