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TheSnarkyKnight

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Everything posted by TheSnarkyKnight

  1. Weapons, sheats, and ranged weapons

    1)Yeh, I was kinda thinking that some weapons aren't balanced that well (especially that damned warhammer), but I'm just really bad at balancing. Will try to do that, though. 2) I like the idea of a sheat (or belt, or back strap), however I think that would mean that you could only carry "heavy" or "long" weapons on your back, making polearms even more useless 3)I was thinking about a possible weight based disadvantage while writing this, but wasn't sure whetever to insert it or not 4) I like the idea of a new damage type, that would actually give the axes a reason to exist. While I was coming down with these ideas, I felt like the axes didn't have a lot of variety other than being a slower and shorter ranged but more powerful alternative to swords. 5) Will remove dual type weapons 6) I was actually thinking about the armour problem too. I remember that there was a suggestion a while back that proposed to make three armour types, and I think we could expand upon that. 7) AND MOST IMPORTANT THING: The reason I suggested at least 4 weapons for type was to have the following variants of a weapon: a fast variant, a balanced one, a long-range one and an high damage one. EG: Swords Fast: Shortsword Balances: Longsword High Range: Zweihander High Damage: Greatsword And outside of that I meant for each type to follow a scheme where the more powerful is the weapon you're using, the slower it is (it probably wasn't clear the way I wrote it, but the medium-slow speed of a warhammer is not the medium-slow of a zweihander) To make an example, an hypothetical scheme for fast weapons would be this (leftmost is fastest and less damaging, rightmost is most damaging and slowest): Shortsword->Hatchet->Flanged Mace/Morningstar-> .... I now realized that polearms don't fit really well at all, since they ALL cover the role of higher range- medium damage. They need a serious reworking ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ok, so I balanced the various weapon types(or at least I tried to); I completely removed bills and partisans from my suggestion. Now the four roles in the polearm category are so covered: Fast: Short Spear Balanced: Spear HIgh range: Pike High damage: Halberd
  2. Weapons, sheats, and ranged weapons

    Yeah. That's the most important stuff anyway. And even then, we don't know how many people like this idea. You're the only one that answered this topic. And even if a lot of people liked the idea, it would be up to the will of the gods devs.
  3. Weapons, sheats, and ranged weapons

    You see, this is in fact a suggestion fort TFC 2. The second one, the one that's being developed, not the first one. I added weapon speed because I suppose that TFC 2 is being developed for 1.9 or later, but I don't know so yeah. I know that they are currently working on the big things in the mod (world gen, maybe a temperature system) but I wanted to throw this out there. Yeah, Bioxx and the dev team are just awesome.
  4. Tameable, 'milkable' giant spiders.

    Agree with this suggestion a lot. Moreso with what snaketokill said, but I think that to tame them you would have to go trough an hard process. Maybe charming them with a spell?
  5. Heat treating and cold working

    I really like this suggestion, as it would add some needed variety to smithing. I don't really think that would work, as hot metal is easily deformed. I think that the same could be done through the upcoming magic system: you could apply a "Heat" magic (or fire, or whatever you want to call it) and have it do more damage towards skeletons (and other things that are weak against heat, duh).