Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
Crypt Cleanser
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Joined: Thursday, 5th December 2013, 04:01
PleasingFungus wrote:Quazifuji wrote: I think the main question is, if shields have no penalty besides using a hand, how do we stop larger shields from being strictly better? I think maybe something like weapon mindelay is a good model here. Mindelay also has a problem with thresholds, so it's not the perfect model, obvious, but I think mindelay is good because it only inhibits your ability to use the weapon, rather than your ability to do other things while using the weapon. At lower level skills, larger weapons are a tradeoff of speed and damage per swing, but as you train weapon skill, they become faster until eventually they're strictly better. Maybe a similar model could work for shields. I'm not sure what the best way to do it from a clarity, non-spoilery standpoint, though.
Here's what you do. Make shields simply add to your weapon delay: reduce this penalty linearly with shields skill. Let's say it's reduced to a penalty of 0 at, say, 5 skill for bucklers, 15 for normal shields, and 25 for large shields...
KoboldLord wrote:Good weapons are better than bad weapons, and you can extend this to most classes of items. Why is having a type of good shields that is better than a type of bad shields necessarily a problem?
Ziggurat Zagger
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Crypt Cleanser
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Joined: Thursday, 5th December 2013, 04:01
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