Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
(long) Weapon differentiation
Before replying, please keep in mind that these are not completely polished. Some spots lack fully formed ideas. I expect nothing to be near implementation. I've read the wiki articles on sprucing up combat and weapon types, and felt like I had enough ideas to put them all together and really give these weapon types a fully formed purpose beyond simple combat. I hold nothing near and dear on these ideas, and would happily work towards better ways to give these weapon types unique identities.
[Short Blades]
This has always been the most "complete" weapon skill because of the stabbing skill that augments short blades, at least until polearms were buffed in trunk. But polearms don't need a secondary skill to complete the weapon, while short blades are worthless without stabbing. Stabbing would either need to be rolled into short blades, or all weapon skills would need a secondary skill to balance experience usage if these proposals were to be added. Another idea would to be extending stabbing benefits to all weapons. This happened partially with confusing sleeping enemies successfully stabbed with a club, but that benefit usually leaves the play experience after D:3.
Level 9: Open Wounds
Chance to make the target bleed. Bleeding needs to be significantly buffed for this to have any noticeable effect. This ability is always active while a short blade is equipped and the character has a skill level of 9 or more in Short Blades.
Level 18: Smart Targeting
When a character has invested in Short Blades, this is right around the time of the game that killing high AC opponents that have survived (or perhaps, not even been hit by) stabbing becomes harder and harder. Smart Targeting (I know, bad name) halves the target's AC when calculating damage.
Level 27: Rapid Stabbing
The character has become so skilled with Short Blades that each stab attempt counts as two stabs on unaware or confused opponents.
Stabbing benefits: leave as is for short blades. Massive damage multiplier based on stabbing skills.
[Long Blades]
Long Blades could become all about defense for tanks or fragile characters. They may even become attractive to spellcasters, even with the proposed staff changes.
Level 9: Passive Parry
You gain block skill regardless of whether you already have a shield equipped or not. This does not count as a combat power and stacks with other Long Blade benefits. If the idea of block without a shield sounds strange to you, there is a Demonspawn mutation in trunk that gives armour and block as a scales mutation.
Level 18: Passive Deflection
Melee attacks are frequently countered by your weapon. The trajectory path of missiles (no spell missiles) are often altered by protective contact with the equipped blade, sending it elsewhere (but not deflecting it). This does not count as a combat power and stacks with other Long Blade benefits.
Level 27: Passive Reflection
Owing to the mastership over long blades, your character sometimes perfectly reflects bolt spells at enemies that cast them. This does not count as a combat power and stacks with other Long Blade benefits.
Stabbing benefits: A straight thrust (very low chance, increasing with stabbing skill) causes bleeding and slows the target. Since Long Blades would take a very defensive tone, this would be a simple damage over time to compensate for the lack of offensive abilities before skill level 27.
[Staves]
First off, staves should be overhauled to 1. be basic weapon types like every other weapon and 2. not be attractive in any way to non-spellcasters. All elemental staff types should be removed, leaving any staff with the ability to "absorb" the power of the caster and eventually augment the caster's ability. No needing to switch staves to channel mana or augment different spell schools. Spellcasting with a staff equipped will level staves much in the same way fighting will level an equipped weapon. Experience numbers may need to be adjusted for this, and in the end it may make hybrids less attractive if pure spellcasters need to rely on staves to be the best)
Level 9: Disorientation
Attacks by the equipped staff are not hefty enough to stun, but are strong enough to cause temporary disorientation. Enemies successfully attacked will have a chance to become confused for (turn count to be determined). The equipped staff will also begin to give spells cast by the character more power. Chance can either be proportional to the weapon skill level or the milestone achievements.
Level 18: Imbued Power
Upon a successful attack with an equipped staff, the staff will inflict extra damage based on the highest trained elemental (Necromancy. Fire, Ice, Air, Ice, Earth, Poison) skill. At this skill level, a character with an equipped staff will have an additional increased power level of spells cast, unless the increase of the bonus is proportional to the weapon skill.
Level 27: Channeling
The character gains the ability to evoke a great amount of mana from an equipped staff.
Stabbing benefits: unsure... really lacking ideas here. Again, these suggestions are not even close to being polished - I want it to serve as a basis for people to expand the ideas of differentiating weapon types.
[Maces & Flails]
Maces & Flails could be considered the "control and disposal" weapon type, allowing to stun individual enemies to stop them from casting against or harming you, to knockback enemies for positional strategy (you could literally beat a path to an exit, since knockback grants a free movement turn) or to get an annoying enemy away from a staircase to prevent them from following you up or down.
Level 9: Crushing (Certain weapons: all non-whips; certain enemies: undead)
Owing to the large area of blunt impact maces provide, attacks against undead enemies cause the Crushed debuff, permanently slowing their movement and attack speed. This may need to be a level 18 ability or lose some power, since Okawaru worshipers can just put four points into Maces & Flails and begin every fight against undead with a mace equipped and Heroism activated. This does not count as a combat power and stacks with other Maces & Flails benefits.
Level 9: Passive Stunning (certain weapons: all non-whips; certain enemies: alive)
Chance to inflict a (level 9: 1 turn, level 18: 2 turn, level 27: 3 turn) stun. Stuns caused by maces & flails cannot be triggered on targets already under the effects of a stun. Chance can either be proportional to the weapon skill level or the milestone achievements. This passive combat power cannot be used in conjunction with any other combat power. Passive Stunning can only be inflicted living enemies.
Level 9: Passive Constriction (certain weapons: only whips)
Chance to grab hold of the target and prevent movement of any kind. This is tactically useful against enemy bands, such as orcs, centaurs, and yaktaurs, where the more powerful enemies displace the puny ones close to you. A constricted enemy will be unable to swap with a more powerful ally. I personally believe this could cause a lot of meta-gamey behavior, but still like the idea.
Level 18: Passive Knockback (certain weapons: all non-whips)
Chance to knock back the target and gain a free movement turn. Chance can either be proportional to the weapon skill level or the milestone achievements. This passive combat power cannot be used in conjunction with any other combat power. This can be a very annoying skill to have on at times, which is why passive powers can be turned off and are mutually exclusive from one another.
Level 27: ????
Stabbing benefits: I really liked discovering for the first time months ago that my level 2 ogre could confuse a sleeping eney with a successful club stab. Most Maces&Flails users are, however, either gigantic brutes with very low chances of stabbing anyway, or are glowing so brightly from their sacred scourge that stabbing is completely out of the question. Perhaps something like a small silence effect - the confusion of the sudden unexpected bash to the skull leaves the target unable to form a structured phrase for a turn or two.
[Axes]
Axes could become the massive damage output weapon type, dealing multiple attacks in a short amount of time with every ability.
Level 9: Passive Cleave
Chance to hit a second target adjacent to you while attacking any enemy. A successful cleave hit will retroactively increase swing time to allow another attack to take place. This passive combat power cannot be used in conjunction with any other combat power.
Level 18: Whirlwind
Activated ability that causes the character to spin and attack all eight adjacent squares three times but counts as a singular attack with halved weapon speed. Causes exhaustion. Cannot be used while under the effect of exhaustion. (This may be a terrible ability, as where really is no benefit to running out into the open and allowing yourself to get surrounded - this is more of a "I need to save my life, I'm surrounded and I don't feel like using other finite escape options" ability)
Level 27: Decimation
Activated ability that causes the character to hack away at a singular enemy in an unexplainable frenzy. Decimation guarantees the character to land five(?) attacks on one enemy but counts as a singular attack with halved weapon speed. Causes exhaustion. Cannot be used while under the effect of exhaustion.
Stabbing benefits: Again, no ideas here. Halving AC on a successful stab?
[Polearms]
Polearms are already too strong in the early game. With proper positioning, they guarantee a free attack on any target, but it is unlikely new players know enough to take advantage of the combat benefits provided by clevel positioning while using a polearm. Polearms + speed via equipment or mutations against normal speed melee-only targets is useful the entire game. Thus, the tiered system should help players learn the benefits of choosing a weapon type that suits them
Level 9: Passive Reaching
Exactly how all polearms now work in trunk. Perhaps it can be buffed, to give a higher chance of reaching over hostile targets to kill a scarier threat based on skill level. This passive combat power cannot be used in conjunction with any other combat power.
Level 18: Passive Penetration
Attacks two enemies in a line. This is a tactical decision that will very likely be used less than reaching. However, we can compensate with a higher chance to hit the initial target, or add in something sexy to attract players to use this. Honestly I can't think of how to make this ability better. This passive combat power cannot be used in conjunction with any other combat power.
Level 27: Passive Masterful Reaching
The character with a equipped polearm is guaranteed to reach over a hostile target to hit only the target behind it. The downside to this is that it is incredibly meta-gamey, and will probably cause a lot of goofy and undesirable behavior, like dragging a rat everywhere the player goes. This will completely replace Passive Reaching, and is a combat power that cannot be used in conjunction with any other combat power.
[Slings, Crossbows, Bows, and Throwing]
These have always struck me as some of the most necessary and yet boring weapon types in the early game, so boring! Ricochet could be an amazing ability if it can hit enemies around corners. Imagine luring an orc with a priest in tow, stunning him with a mace at a corner, then lobbing off sling bullets that in turn hit the orc priest who is out of sight.
Level 9: Passive Ricochet (certain weapons: rocks, sling bullets, thrown weapons)
Chance for ammunition to hit one additional target, so long as the total distance the ammunition travels is not longer than the maximum initial travel distance. A ricochet causes as much damage as the original shot. This passive combat power cannot be used in conjunction with any other combat power, and cannot be activated with inappropriate ammunition quivered.
Level 9: Passive Impaling (certain weapons: darts, large rocks, javelins arrows, bolts)
Chance to stop an enemy hit by select ammunition in place. Enemies are not stunned, and can take any action except movement. Freeing themselves from movement acts similar to breaking out of a net, with a (low for darts, medium for bolts/arrows, high for javelins and large rocks) chance to break out by attempting movement. This passive combat power cannot be used in conjunction with any other combat power, and cannot be activated with inappropriate ammunition quivered.
Level 18: Passive Penetration
Gives all ammunition a chance to hit multiple targets in a line by punching through the target. Chance is reduced by enemy armour type but not type of ammunition. Number of targets any given ammunition penetrates is either a progressive factor of weapon skill or random chance. This passive combat power cannot be used in conjunction with any other combat power.
Level 27: Returning
All fired ammunition will return back to the skilled character who fired it, penetrating back through the targets it originally passed through. Returning as a brand removed from the game. This does not count as a combat power and stacks with other Slings/Crossbows/Bows/Throwing benefits. Returning will fail if the ammunition ricocheted to a target out of los.
Stabbing benefits: Shooting an unaware target should do something interesting I feel, but I completely understand that it is not the same at all as getting into melee range and therefore should not have much of a benefit. Perhaps something as simple as preventing movement for one turn would be good enough.
[Unarmed]
I believe that, like staves, we should make unarmed unattractive to those who do not specialize in augmented attacks. Therefore, the initial offhand attack that Unarmed offers should become a passive ability to be gained later. Species with natural augmented unarmed attacks should be the main group catered to if Unarmed gains these kinds of combat bonuses. So, with this proposal, unarmed should be attractive to: Nagas, Octopodes, Minotaurs, Demonspawn, Trolls, Ghouls, Centaurs, Kenku, and Draconains.
Level 9: Empowered augmentation
The character employs usage of his aux attacks more frequently, increasing by (0.5% per level of mutation, up to 1.5% for the third tier of a mutation - for example Claws 3) per Unarmed level of each potential mutation (claws, hooves, etc) to have a free attack. If this seems weak, the bonus is doesn't begin counting unarmed skill from level 9, but calculates the current level so a centaur would have a +13.5% increased chance. I know nothing about how crawl math works - these are not realistic numbers, I've just chosen them for example.
Level 18: Coordinated strikes
Increases the level 9 bonus to (1% per level of mutation up to 3%) per skill level of Unarmed
Level 27: Frenzied battery
Any time an extra aux attack would be granted, there is a chance that a duplicate attack would strike the opponent.
Stabbing benefits: Sorry, no idea whatsoever. I think this could be a very interesting spot to differentiate the races who really shine in unarmed. I love constriction for Naga/Octopode characters but it just doesn't make sense in this game to apply that to unaware opponents. On the other hand, in real life snakes are much more likely to successfully constrict prey by surprise.
I stress again that this is NOT a polished proposal. I desperately want feedback because I profess no perfect answer to anything here. There is great potential for this game to make weapon types more meaningful than they are now, and these proposals could really make people think twice about switching weapon types early on with milestones to look forward to. Please please give feedback!