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Old October 12th, 2003, 04:13 AM
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Sandman Sandman is offline
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Default Re: Damage Types: Pierce, Slash, and Crush

I don't really like this idea.

Dominion units already have more numbers than your average RPG character. I don't relish having to grapple with a piercing, slashing and crushing damage and the corresponding armor types. More, if the unit has multiple weapons and armor. Not to mention items, special abilities, spells and afflictions.

Pidgeon-holing weapons into different 'damage types' doesn't strike me as particularly realistic. Arrows are different from spears, swords are very different from whips, etc. And, as far as I can see, the only differences in armor are already modeled in the game, that is, strength, weight and cost. Any differences in armor versus the different damage types would be largely invented, and not realistic.

It seems a bit too gratuitous an attempt to inject a blatantly obvious scissors-stone-paper model into the game. I don't like it when games designers do this, I much prefer subtler approaches which give you more choice, and are also more realistic. There shouldn't be a 'best' counter.

The game already features certain variations in the way damage is dealt and the way that it's recieved, apart from the raw numbers. The pikemen moral check, the flail bonus against shields, weapons with a double attack, armor-piercing damage, the knight's hoof attack and so on. I like these, I think that they add more flavor for less complication than damage types could ever do. It would be nice if there were more of them, and they were better explained.

I feel kind of mean for attacking Saber Cherry's idea, especially since he liked my idea about castle resources. Oh well. Sorry.
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