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October 12th, 2003, 08:42 AM
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BANNED USER
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Join Date: Jul 2002
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Re: Damage Types: Pierce, Slash, and Crush
Dont worry Saber, I like your idea!
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October 12th, 2003, 08:15 PM
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Lieutenant Colonel
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Join Date: Apr 2003
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Re: Damage Types: Pierce, Slash, and Crush
sure, Spec Ops #18 ...
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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October 12th, 2003, 08:27 PM
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Lieutenant General
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Re: Damage Types: Pierce, Slash, and Crush
Quote:
Originally posted by Pocus:
sure, Spec Ops #18 ...
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But he has "only" 3000+ Messages...
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
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October 12th, 2003, 09:59 PM
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National Security Advisor
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Re: Damage Types: Pierce, Slash, and Crush
But they're so flavorful.
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October 12th, 2003, 10:55 PM
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Second Lieutenant
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Re: Damage Types: Pierce, Slash, and Crush
Quote:
Originally posted by Saber Cherry:
Yeah, bring it on, you %&$#@! Then, to add insult to injury, you refer to me as a "he"!!! Well, I don't disclose any personal information on public forums, but I can CERTAINLY tell you that my avatar (Cherry) is female!!!
No hard feelings. If you don't like it, you don't like it... your idea about resource priority is good regardless of whether your puny mind can grasp the more subtle complexities of damage types
-Cherry[/QB]
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I can't see your avatar for some reason. So I'm off the hook.
Please explain to me why an army consisting of pikemen, archers and lance-wielding knights should be penalised as being unbalanced, cos my puny mind can't grasp it.
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October 12th, 2003, 11:24 PM
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Captain
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Re: Damage Types: Pierce, Slash, and Crush
Heh, don't worry Sandman, Sabre is just testy cuz his/her/its idea wasn't accepted by everyone immediately as being the greatest thing ever
And no, I don't care if you are male female or neither, just as I don't care which one you think I am
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October 12th, 2003, 11:42 PM
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Sergeant
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Re: Damage Types: Pierce, Slash, and Crush
Honestly, I don't quite think it's a wonderful idea myself. It fits in the Category of ideas that could work out well...or could work out poorly and would take a while to implement either way.
As I hope Saber Cherry doesn't actually have a saber. If the being known as Saber Cherry is armed I might need to start running.
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October 13th, 2003, 01:05 AM
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Lieutenant General
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Re: Damage Types: Pierce, Slash, and Crush
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October 13th, 2003, 11:05 AM
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Colonel
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Re: Damage Types: Pierce, Slash, and Crush
The more I think more about the idea, the less I like it ...
In fact the distinction between "crush" "slash" and "pierce" damage is quite artificial, weapons apply kinetic forces on a more or less large area, that's all ! Additionnaly it's not very applicable to weapons such as giant's swords, animal bites, elemental damage (unless you add resistance to elements as specific armor values), etc...The concept does not work well either to simulate shield defense.
Overall I prefer the way Dom manages it now, with some weapons/damage types being "armor piercing" or "armor negating", others having bonuses against shields (flails), but with a single damage value, and armor having a single protection values with armor pieces just adding to one another.
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October 13th, 2003, 07:57 PM
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Major General
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Re: Damage Types: Pierce, Slash, and Crush
Quote:
Originally posted by PDF:
In fact the distinction between "crush" "slash" and "pierce" damage is quite artificial, weapons apply kinetic forces on a more or less large area, that's all !
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No... it's force over an area, force over a line, and force at a point.
For normal, human-wielded weapons, you can (making broad generalizations) also say this:
Crush: High momentum, low kinetic energy, area impact.
Slash: Mid momentum, mid KE, sharp line impact.
Pierce: Low momentum, high KE, sharp point impact.
There are exceptions - a lance acts as though it has high KE and high momentum, for example - but these categories work pretty well for normal weapons... and the ones that don't fit perfectly could still be dual-typed. Monster damages have to be shoe-horned, or a "Generic" damage type could be used for things that just don't fit very well.
As for archers, pikeneers, and knights being unbalanced... yep Faced with skeletal hordes, you'd be toast, unless the archers had backup maces (like crossbowmen sometimes do) or the knights used blunt secondary weapons. Faced with death-by-zombie, you'd better hope the archers and knights had sword backups, because stabbing and shooting zombies has little effect, regardless of what you may have learned playing DOOM.
Facing that army with living people, I'd use swordsmen with tower shields... another strong anti-pierce unit. Their only fear would be cavalry trample, and DOMII knights don't get trample Virtually immune to arrows, and hopefully able to get inside the pike killing zone by deflecting the piercing tips with shields (pikes are long and clumsy, while shields give better leverage), 2 parts of the army would be rendered ineffectual. The knights would have an upper hand based on the hooves, secondary weapons, and heavy armor, but tower shields should be helpful versus lances as well. And at any rate, knights are expensive.
Arioch: I have no saber, but having mastered neko-fu, my hands can crush, pierce, and slash. If only I could make them length 5, I'd be a perfect warrior... but I don't really have to worry too much, as my powered battle armor and Awe +10 keep me pretty safe
-Cherry
P.S.
Even though from my descriptions, it sounds like I want my swordsmen to slice through pikeneers like my knife-fist does through the butter that composes mere mortals, I seriously want the modifiers to be moderate. As in, overall, the tower-shielded swordsmen would be able to face down 20% more pikeneers or archers than before, due to the pierce-bonus of a tower shield, assuming that a tower shield gets a pierce bonus.
[ October 13, 2003, 19:38: Message edited by: Saber Cherry ]
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