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Sting_Auer

Different weapon and armor stats; Inspired by Dwarf Fortress

13 posts in this topic

My suggestion is to have made all weapons and armor have certain stats that are unique to that material, and the quality of the item itself.

Weapons would have mass, contact area, and velocity.

Mass and contact area are based on material and quality, velocity is a constant for the weapon type.

Armor would have rigidity, thickness, and mass.

When a weapon hits someone without armor, it just does a base amount damage determined by weapon type and material. However, when a weapon hits someone with armor on, a calculation is done that takes the weapon and armor stats and compares them.

Armor:

Higher rigidity increases weapon glance chance, but doesn't absorb as much damage.

Lower rigidity decreases glance chance, but absorbs more damage.

Higher thickness absorbs more damage and makes weapons less likely to penetrate, but is heavier.

Lower thickness is lighter, but isn't as effective.

Higher mass absorbs more knockback.

Weapons:

Larger contact area decreases chance of armor piercing, but also decreases chance of glancing off of the armor.

Smaller contact area increases glance chance, but also increases piercing chance.

More velocity means more pierce chance, more knockback, and more damage.

Lower velocity means less pierce chance, less knockback, and less damage.

More mass means more knockback and damage.

Less mass means less knockback and damage.

Hit type info:

Weapons that glance do no damage.

Weapons that hit without glancing do damaged based on mass and velocity.

Weapons that pierce do damage based on velocity and contact area.

Weapon stat info:

Hammers would have medium velocity, large contact area, and high mass.

Swords would have medium velocity, small contact area, and low mass.

Maces would have medium velocity, medium contact area, and medium mass.

Spears would have low velocity, tiny contact area, and low mass. Spears would also have greater reach than other weapons.

Arrows would have very high velocity, small contact area, and low mass.

Knives would have very low velocity, small contact area, and low mass.

Axes would have medium velocity, medium contact area, and medium-high

The material of the weapon makes the stats vary; Different kinds of metals would be better or worse for different kinds of weapons; Lead would make good hammers, but horrible spears

Obviously these stats can be adjusted for balance purposes.

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I'm fairly sure we've been there and done that, discussion wise anyways.

SOOooooooo (drumroll please)

LURK MOAR!!!

(and welcome to the forums)

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Sorry about that :(

I looked on the first page and 2 pages back and didn't find anything.

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Sorry about that :(

I looked on the first page and 2 pages back and didn't find anything.

top right? little search bar.

This guy called Jed (whose posting habits you should emulate as much as possible) did a whole 3-part combat overhaul

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Yeah, we haven't seen him around in a long while, so he's kind of an urban legend here :

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As far as I know, Bioxx and Dunk know exactly what they want to do in the combat overhaul update already, trust me, it's going to be awesome. Great post though and

WELCOME TO THE FORUMS!!! :D

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Yes me and Jed spent hours trying to fine-tune the ideas behind the combat, back in the early days :P

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totally off topic (of this already off topic conversation...), you guys still play age of survival or what? i remember asking if someone could make a video for me to see : but never found any

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I still lurk about here sometimes ;) .. I've just been so busy it is unreal -.- .. Yeah, there has been plenty of posts on this and, as mentioned before, dunk has a plan in mind for combat. That said, keep up the ideas because that seemed pretty solid :)

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I still lurk about here sometimes ;) .. I've just been so busy it is unreal -.- .. Yeah, there has been plenty of posts on this and, as mentioned before, dunk has a plan in mind for combat. That said, keep up the ideas because that seemed pretty solid :)

He speaks! I thought you might have lost your fingers in an unfortunate smelting accident. Anyways, welcome back, and I hope things get less hectic for you :)

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I still lurk about here sometimes ;) .. I've just been so busy it is unreal -.- .. Yeah, there has been plenty of posts on this and, as mentioned before, dunk has a plan in mind for combat. That said, keep up the ideas because that seemed pretty solid :)

JED!!! You live still! I thought you died D:

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... Did you ever meet him before, Trey? lol

Happy to see you are still alive, Jed :3 i hope you get a little more freedom soon.

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... Did you ever meet him before, Trey? lol

Happy to see you are still alive, Jed :3 i hope you get a little more freedom soon.

I fail to understand your question... Yes I have been around more than long enough to have seen him post if that is what you're asking...

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