More Advance Weapons

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Ragnarok
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Joined: Thu Jul 07, 2011 12:00 am

More Advance Weapons

#1 Post by Ragnarok »

Although the weapon selection is amazing in the game, the amount of types is kinda weird considering the time period.

Weapons like Spear/Lances/Javelins as well as stuff like Crossbows/Throwing Knifes/Axes or interesting things such as Mourin stars.

Having more weapons like theses in the game would allow more classes to be based around theses weapons/concepts as well as allow for many new creatures/ideas to be based around them. With theses weapons they can have different mechanics compared too the weapons already in existence.

For example a Lance would be able to attack 2 spaces in front of them instead of one, or a crossbow bolts have extremely high armor pen and can pierce through targets but have a longer reload time. Or cool mechanics such as being able to throw a your spear/javelin weapon as an attack and then swapping to a different weapon set to pick up the spear from the enemy later ;v

With artifacts, easily interesting stuff can be added in such as a javelin that gets massive bonus effects while only thrown or a rapid firing crossbow. Or stuff like homing knifes or boomer range throwing axes, just food for thought for the creative things we can do.

Thought?

bricks
Sher'Tul
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Joined: Mon Jun 13, 2011 4:10 pm

Re: More Advance Weapons

#2 Post by bricks »

The Cursed class used to require an axe for most of its abilities; it didn't play very well. Practically it just meant that you had 1/3 the weapon selection of a comparable class, and axes in general aren't great for the early game. I'm not sure that a load of new weapon types are needed, especially those that would just be some bonus like armor penetration. Egos already cover a lot of that ground. Throwing weapons are an interesting idea, but if they use the bow/sling ammo mechanic, they wouldn't function very differently.
Sorry about all the parentheses (sometimes I like to clarify things).

Ragnarok
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Re: More Advance Weapons

#3 Post by Ragnarok »

bricks wrote:The Cursed class used to require an axe for most of its abilities; it didn't play very well. Practically it just meant that you had 1/3 the weapon selection of a comparable class, and axes in general aren't great for the early game. I'm not sure that a load of new weapon types are needed, especially those that would just be some bonus like armor penetration. Egos already cover a lot of that ground. Throwing weapons are an interesting idea, but if they use the bow/sling ammo mechanic, they wouldn't function very differently.
It allows gateways for more classes/interesting items an effect as oppose to just using more then what's in place, you don't have to add in everything but there are some weapon types/concepts that you can still add into the game.


The cursed class thing is flawed because Bulwarks require shields for most of their abilities, and same with berserker or archer/slingers. They are perfectly fine classes with a overspecialization in a weapon type, there aren't that many classes that have the ability to use all weapon types effectively.

bricks
Sher'Tul
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Re: More Advance Weapons

#4 Post by bricks »

My point was that most classes could equip one of three items types to fulfill a role (melee weapon) while Cursed could only equip one to fulfill the same role. It was thematic but not fun.
Sorry about all the parentheses (sometimes I like to clarify things).

Ragnarok
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Re: More Advance Weapons

#5 Post by Ragnarok »

bricks wrote:My point was that most classes could equip one of three items types to fulfill a role (melee weapon) while Cursed could only equip one to fulfill the same role. It was thematic but not fun.
Bulwarks have to use shields, Berserkers have to use 2h weapons, brawlers have to use gloves, archers have to use bows/lings. Rogues most of the time use daggers for their tree, and shadowblade/arcane blade/sun paladin only are usually slanted towards a type of weapon too.

It should be perfectly fine to have a classed based around a spear type weapon. Rest of the weapons I suggested could also be new trees, the point isn't what I exactly suggested. It is to come up with new weapon types/mechanics in the game for future possible classes or trees.

Weapon types and weapon classes are a two different thing, 1h weapon is class of weapon and types could be axes, swords, maces. Having a class based around spear type weapons means it could be both 1h a or 2h weapon (or thrown) and classes like berserk/arcane blade/cursed would still be able to use it effectively but not have the spear trees.

PureQuestion
Master Artificer
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Joined: Fri Feb 03, 2012 3:53 am

Re: More Advance Weapons

#6 Post by PureQuestion »

Yes but Berserkers can use swords, axes, or greatmauls. That's why cursed were annoying with only axes. That's 1/3rd the weapons usable.

Omega Blue
Thalore
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Re: More Advance Weapons

#7 Post by Omega Blue »

Bulwarks don't have to use shields, and archers don't have to use bows or slings. I often have bulwarks able to shoot and archers using a melee weapon in the off set.

NEHZ
Halfling
Posts: 118
Joined: Sat Oct 01, 2011 9:29 pm

Re: More Advance Weapons

#8 Post by NEHZ »

To be honest, it sounds mostely tedious. Especially the javalin bit. But I believe some of these weapons could be added as exotic weapons. Considering how rare exotic is, it would be nice to have a flexible selection of weapons. If there were ranged exotic weapons, those could be very attractive for non-archers with exotic weapons mastery.

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