Re: Damage Types: Pierce, Slash, and Crush
The current system is broad enough:
We have weapons that differ in damage, lenght, attack & defense modifiers, nº of attacks & standard penetration/armour piercing/armour negating atributes, plus various magic effects.
And we have armour & shields that differ in protection, defense modifiers, encumbrance plus assorted magic effects.
The posibilities offered by combining both of the above are huge, and according to my experience in MP those are already hard enough to understand & master for the playerbase, without adding further complication on top.
The system is both complex & ellegant as it stands in Dom I, IMO the developers efforts are better comitted elsewhere.
[ October 14, 2003, 10:42: Message edited by: Wendigo ]
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