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The Lord of War and weapon diversity
Just a thought

Not sure if this is even possible, but I was thinking about weapons my character would like to have the other day and lamenting that they don't exist in game. I was also thinking about the disguise system and how useful it is, now. Then, those two thoughts merged into one thought because my brain is mush, but it got me thinking. I've read about people being unhappy with the Lord of War role in the game. Also, everybody seems to want more varied weapons. Can we add mechanics to the Lord of War role that are similar to the disguise mechanics that when, with the right skills, stats, and tools, they are able to change certain features of normal weapons to represent other more exotic weapons while retaining the same stats and properties of the original weapon?

For instance, I know people want more short-blade varieties. What if i brought a stiletto into Joe Lord of War guy and he could change the name and short description to match an icepick that i really want to de-ice my frozen kitchette? Maybe there is an immersion-breaking line pointing to what the original item is in the description for balance sake. As long as the new weapon doesn't mimic any existing weapons.

This way, instead of creating all new weapons all staff has to do is read a description, make sure it doesn't match any other weapons someone could buy IG and then approve it. Combat messaging might be a concern. I don't know. I searched the forum and couldn't find anything similar to this before positng, but i'd be surprised if this hasn't come up before somehow, somewhere.

Not a bad idea, specially if it's like "Joebaka gets out his icepick (stiletto)." as you mentioned, but I don't think Lord of War or munitions will be anything anytime soon based off recent conversation which is wholly demotivating for people invested heavily into the archetype, but it is what it is.
I'de like this, though staff offer similar things for end-game weapons.

But personally, I want different not-end-game weapons.

Like a lever action shotgun (the barbarian can easily be tweaked for that)

But, if you have like a ceramic Katana and want it to be a claymore, or longsword. I have been told this is an option.

There is an old thread somewhere where Johnny stated there was a freeze on new weapons for one particular reason: Messages.

Each weapon has its own set of messages for dodges, you parry, they parry, various types of hits, some of them body part specific, criticals, etc.

Some of these messages you might only see once in the lifetime of a character, or never at all, but they are there. It is a large time investment and likely an unwelcome contribution to game bloat. His stance was more or less that the weapon messaging needed to be overhauled to be more efficient before any new weapons would be added.

Then we tack on some other reasons for being critical of uniquely "crafted" weaponry. Weapon specializations, for one, would require someone to be able to tell what base a weapon was using, at a glance. Otherwise things just get confusing. Further, players themselves would likely have to customize the messages. Spending any amount of time on the game will probably have exposed you to just how creative some of our players here can get when given free license. So, administrative efforts such as those used for review-cloth would have to be used, and in some extreme cases, take up GM time to reign players in.

While more weapon diversity is certainly a welcome idea in and of itself, I would almost prefer that staff oversaw the creation of these, and that they were more of a reward for dedication to the game or exceptional RP. And if you see something really cool, that someone has… go take it from them.

I do tend to agree with the idea that moving everything to a generic weapon framework (for example with parent types for ranged, blunt, and cutting weapons all with child objects with three normalized power tiers) is probably going to be the more tidy long term goal.

Writing messages isn't the end of the world per se (it's about ~150 per weapon or so but a lot of them are duplicates) but every weapon object in the game having unique messages, unique attack tables, unique functionality, starts to get pretty messy to scale up, to say nothing of balance.

I think having more tip-top tier weapon variants would be nice to expand character flavours that fit into the mechanics but we'd probably want to be really, really sure a weapon backend overhaul was never going to happen before moving in that direction.

Like for example, if I was planning a weapon overhaul to make it all more extensible and customizable I think of having generic parent objects for each type that needed to be covered (ranged, cutting, impact) and then give each of those parent objects two children that will represent low and high end power tiers and create attack tables for each of them with stat weights that could apply to every weapon in that category. Right now there are as many as six weapon tiers with different weights but in my opinion this makes weapons incredibly hard to extend and balance and it should really be less.

Then once those are made you would have template objects for low and high end versions of each weapon with baked in attack tables and stat weightings and each actual child weapon just has to have messages written which can be builder or fix-it facing without any need to see the backend mechanics.

The big contentious hurdle to a process like that would be that the existing weapons would have to fit into new power slots which would change the power of some of them up and downwards, but I think if you used the most popular weapons as the category prototype (ie. high-end blade = katana attack table) then most players would end up with slightly better weapons in their possession and a lot more variety to choose from overnight.

It would be a gigantic amount of copy-paste to move old weapon messages to new child objects as well but could be done over a really horrible weekend with a sacrificial copywriter who knows how to use the weapon messaging tool that Slither kindly made (it's me!).

We'd end up with weapons being extremely normalized but it would be way simpler to extend and balance while still adding weapons whenever anyone wanted to since there would basically only be six different weapons as far as the code was concerned that just had different cosmetic descriptions and messaging.

Sorry I'm getting way away from the parent topic with all that but I've always thought of the above as an ideal way to get to the point everyone could have cool semi-customized weapons on call for not too too much overhead. If there was confidence that the child objects were all balanced and everyone was on the same page to how they worked, you could probably just (ultra long term) allow full messages customization through IC weapon crafting without worrying that it would be disruptive.

Now with pictures.

That'd be a big overhaul and would represent a big gameplay shift but it doesn't require new code just decisions about new generics and what attack tables survive.