long range weapons

Anything related to Wolfire Games and/or its products
User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: long range weapons

Post by Korban3 » Tue Aug 16, 2011 6:37 pm

Quick Jack! He's taken the bait. get the tranq' gun!

User avatar
Jacktheawesome
Posts: 2406
Joined: Sun Sep 12, 2010 1:06 am
Location: In Zulway's foot palace.
Contact:

Re: long range weapons

Post by Jacktheawesome » Tue Aug 16, 2011 7:01 pm

Ahm gonna nab me some Endocritter!
*pulls out tranquilizer
Quick! Make a long post about the efficiency of spinning kicks! It'll give us about 15 minutes while he's citing sources!

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: long range weapons

Post by Korban3 » Tue Aug 16, 2011 8:50 pm

According to this possibly shoddy Wikipedia page http://en.wikipedia.org/wiki/Momentum and this one http://en.wikipedia.org/wiki/Work_%28physics%29, spin kicks are far more effective than a kick involving no rotation as the distance your foot travels is increased while the arc allows for a higher velocity. This results in higher momentum, resulting in more work being done to your opponents head, assuming that this page http://en.wikipedia.org/wiki/Reflex applies true with this one http://en.wikipedia.org/wiki/Latency_%28engineering%29 if we consider this http://en.wikipedia.org/wiki/Rabbitto be the metaphorical system. If the latency of the target is advanced enough based upon my next argument, the high momentum spin kick will cause a http://en.wikipedia.org/wiki/Collision between the head of the http://en.wikipedia.org/wiki/Opponent and one's foot.
The best method of describing this phenomenon is to compare the rabbit's brain to a machine known as a http://en.wikipedia.org/wiki/Computer, except that this one is organic and functions in an organic system where the http://en.wikipedia.org/wiki/Nerves act as wiring. If the latency of this organic system (http://thenose90.deviantart.com/art/Tur ... -206536624) is too high, a large amount of force will be applied to it's head, causing an effect known as the "Endo face" (http://anthrolicious.deviantart.com/art ... y-88063647)

User avatar
Jacktheawesome
Posts: 2406
Joined: Sun Sep 12, 2010 1:06 am
Location: In Zulway's foot palace.
Contact:

Re: long range weapons

Post by Jacktheawesome » Tue Aug 16, 2011 11:51 pm

Engaging decoy!

But You know wut would be sooooooooo Awesome wud be if like they had guns and the rabit cud shoot the guns at rabbits and i could fight in like a 64 person Multiplayer with separate campaigns for all the races (including bears) and guns and if the rabbits could SHoot fire and lazerz. Also Escrima is the worst martial art EVER.

Hotshot3434
Posts: 23
Joined: Tue Aug 16, 2011 1:32 pm

Re: long range weapons

Post by Hotshot3434 » Wed Aug 17, 2011 11:27 am

i think they should implement the ability to throw light objects and weapons. like rocks and knives.

User avatar
Krabman318
Posts: 225
Joined: Wed Nov 03, 2010 5:34 am
Location: Planet Decapod 10

Re: long range weapons

Post by Krabman318 » Thu Aug 18, 2011 10:40 am

Jacktheawesome wrote:Engaging decoy!
Katana > everything.

DavidSG
Posts: 9
Joined: Sat Jul 02, 2011 8:09 pm

Re: long range weapons

Post by DavidSG » Thu Aug 18, 2011 3:07 pm

The bow and arrow would be a great weapon to use, as long as enemies would have use of it too. Imagine trying to take a base with archers positioned on the top. It would add a different sort of challenge than with hand to hand combat. Also, once you've killed a guard, you can take his bow, and have a sort of duel between your enemies also wielding bows. There would have to be a limited ammo obviously, and I'm not sure how they would implement an aiming mechanic. A really cool way of doing this would be maybe have the camera looking over the shoulder of your character, and have a small reticle for accuracy.The way to control the bow would be to hold down your mouse button to pull back the bow, which is when the camera would pan over your shoulder, then release it to fire. You could probably be able to use melee attacks when wielding it, however they would have to be confined to leg attacks only. I would think the attacks would be a bit slower and weaker, just to balance out having a ranged weapon. The only problem would be balancing the power and range of the arrow. If the bow has the right amount of power, it wont be a one hit kill weapon unless you place it in the head or heart, and if the bow to has to much range, you can just turn a well thought out level into a sniping fest. "Long-term" effects of the bow would be staying impaled in the victim, and make a small blood effect down wherever they were hit, also, if the armor of the enemy is stronger than the arrow, it could bounce off and not do any damage.
Phew, that was a doozy of a reply with way to many run on sentences. :lol:

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: long range weapons

Post by Korban3 » Fri Aug 19, 2011 1:12 pm

I think that the best ways to balance out a bow would be to make it slow, short range, and give very limited ammo. I think the reticle would also make it too easy to use. The point of balancing it is to make it useless outside of certain situations, unless the player is really good with it. So if your facing three rabbits, on level ground with no cover or advantages, and there's a bow and a sword on the grounds which do you pick up? Now if your on a city wall, with ten other archers and there are 50 rabbits storming the wall with no ladders or siege equipment, the bow would be excellent as no one would jump into that fray unless they were suicidal or Chuck Norris. The problem is that it's unrealsitic. Bows are generally accurate, quick, and powerful in the right hands, especially if it's built well, so making them the opposite is silly.

User avatar
Jacktheawesome
Posts: 2406
Joined: Sun Sep 12, 2010 1:06 am
Location: In Zulway's foot palace.
Contact:

Re: long range weapons

Post by Jacktheawesome » Fri Aug 19, 2011 3:48 pm

Right, in fact there was a thread about this a while ago (before you joined, I think), back when I was a proponent of bows. It actually grew into a pretty big debate. There were people saying that same thing; that bows could have a really slow reload time, and be short range, or inaccurate. But really, if it's in there, it should be at its full potential. That's why I was semi-hopeful about the viability of crossbows, as the European hand-crank ones of yore do indeed need a long time to reload. However, as Endo pointed out then, there are better crossbows. The Chinese invented a semi-automatic crossbow, though it's not quite as powerful. Basically what I'm getting at here is that if something is to be put in, it should be balanced because it truly does have an exploitable flaw, not because we really really want to see atomic laser kittens that can blow up all enemies within blah blah blah so we give them some stupid restriction. If I'm going to see atomic laser kittens, I want to see some GODDAM ATOMIC LASER KITTENS!

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: long range weapons

Post by Korban3 » Fri Aug 19, 2011 5:37 pm

WITH RAINBOW FARTS GODAMMIT!

User avatar
Ragdollmaster
Posts: 2343
Joined: Mon Jul 30, 2007 11:49 am
Location: Island of Lugaru

Re: long range weapons

Post by Ragdollmaster » Fri Aug 19, 2011 6:34 pm

It takes a while to learn how to use a longbow effectively. Crossbows were easier to use, as they're just load, point, and fire, but in the hands of a skilled bowman, a longbow can be more accurate, have a longer range, and a quicker fire rate than a crossbow. That said, it took years of training to become a good archer. That said, I would be cool with enemy archers who can use longbows and have a long range, but are weak in hand-to-hand combat or flee when you try to fight them, but would not be cool with the character being able to pick up a longbow and use it like he's been arching his whole life. Crossbows aren't really practical for continuous combat due to long reload time, but again are easy to use and great at close range, so I could imagine Raiders (and Turner) using them.

User avatar
Jacktheawesome
Posts: 2406
Joined: Sun Sep 12, 2010 1:06 am
Location: In Zulway's foot palace.
Contact:

Re: long range weapons

Post by Jacktheawesome » Fri Aug 19, 2011 7:49 pm

Ragdollmaster wrote:... and a quicker fire rate than a crossbow.
Fact Check Please.jpg
Fact Check Please.jpg (75.41 KiB) Viewed 6242 times

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: long range weapons

Post by Endoperez » Fri Aug 19, 2011 9:01 pm

Actually, wouldn't crossbows be better for continuous combat? In a long combat, the archers tire and run out of arrows, so crossbowmen fare better than in e.g. a skirmish where they might get one volley off and that's it.

Also, embedding doesn't seem to work.

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: long range weapons

Post by Korban3 » Fri Aug 19, 2011 10:04 pm

That's a repeating crossbow, so I can tell it's faster. The problem with having ultra skilled archers is that they are realistic. Turner will be dead before he get's within 50 yards, maybe, of his enemies. Best just to keep dedicated, long range weapons out of a melee fighting game. Throwing knives are cool, javelins are fine, but keep the bows out. Just doesn't quite fit.
I'm also glad to see Jack putting the new Endo-face to good use.

User avatar
Jacktheawesome
Posts: 2406
Joined: Sun Sep 12, 2010 1:06 am
Location: In Zulway's foot palace.
Contact:

Re: long range weapons

Post by Jacktheawesome » Fri Aug 19, 2011 10:41 pm

That's right, a half hour in Gimp (I suck at Gimp) produced an actual exploitable advice-meme. Props for the find. :D

I agree, and I think so does Wolfire. Although I really do hope they make spears throwable and if they add (small) axes make them throwable as well.

Post Reply