Weapon and armor requirements

Post » Mon Mar 29, 2010 5:38 am

First of all sorry for another speculation topic, but I was thinking about this on the way to get my haircut. Does it really make sense that a stealthy khajiit can carry a large two handed axe? Also, does it really make sense that a large orc warrior has to carry a hammer around two handed? I think requirements should be set for specific weapons. For an axe, 70 strength for 2 handed and possibly 85 strength for 1 handed. It might be a good improvement in my opinion. What are your thoughts? Again sorry if this has already been posted.
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Austin Suggs
 
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Post » Mon Mar 29, 2010 12:34 am

Make it like New Vegas system, you can use pretty much every weapon but if you are not skilled with it, you won't handle it well.
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zoe
 
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Post » Sun Mar 28, 2010 10:59 pm

I learned how to split wood with a relatively large axe (24 inch handle, 2 pound head) when I was 10. and i promise you skin is a lot softer than wood.
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Jose ordaz
 
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Post » Sun Mar 28, 2010 10:15 pm

Make it like New Vegas system, you can use pretty much every weapon but if you are not skilled with it, you won't handle it well.


I kinda like it, but what is the point of using it if you can't use it well?
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Amie Mccubbing
 
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Post » Mon Mar 29, 2010 4:07 am

I kinda like it, but what is the point of using it if you can't use it well?


Lolwut?

Well, I might not be an energy weapons guy, but sometimes I like to use a Gatling Laser to blast my enemies. I think that this system like that encourages roleplay, so while you can use some other weapons you might as well just stick with what you are good at. If you want to try something else, just do it, but you aren't going to swing it as good as what you are skilled at.

In that way, you can create multiple builds and characters, each one good with a certain type of weapon.
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Penny Flame
 
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Post » Sun Mar 28, 2010 9:22 pm

Lolwut?

Well, I might not be an energy weapons guy, but sometimes I like to use a Gatling Laser to blast my enemies. I think that this system like that encourages roleplay, so while you can use some other weapons you might as well just stick with what you are good at. If you want to try something else, just do it, but you aren't going to swing it as good as what you are skilled at.

In that way, you can create multiple builds and characters, each one good with a certain type of weapon.


I guess I used too many its, but i meant that what is the point of using a weapon if you just fail at it? but it looks like you covered that. I just hope its not the same system they used before, as long as its not I'm fine with it.
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Dean
 
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Post » Mon Mar 29, 2010 12:19 am

I guess I used too many its, but i meant that what is the point of using a weapon if you just fail at it? but it looks like you covered that. I just hope its not the same system they used before, as long as its not I'm fine with it.


I really like having the option to be able to wield something I simply svck at using, sometimes for look, sometimes just for the lulz. I mean honestly Elder scrolls is often all about being able to do stuff just to do it. Why can you pick up worthless junk? well because you can and that's awesome ^^
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Anna Kyselova
 
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Post » Mon Mar 29, 2010 10:28 am

I really like having the option to be able to wield something I simply svck at using, sometimes for look, sometimes just for the lulz. I mean honestly Elder scrolls is often all about being able to do stuff just to do it. Why can you pick up worthless junk? well because you can and that's awesome ^^


Lol this!

Also, wouldn't it be unrealistic and weird if you picked a weapon but couldn't hold it in your hands? I think that having a system like MMOs have, restricting the players, would annoy a lot of folks.
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Connor Wing
 
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Post » Mon Mar 29, 2010 12:05 am

Lol this!

Also, wouldn't it be unrealistic and weird if you picked a weapon but couldn't hold it in your hands? I think that having a system like MMOs have, restricting the players, would annoy a lot of folks.


Completely agree
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Mark Hepworth
 
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Post » Mon Mar 29, 2010 12:00 am

It makes sense, but if it's like 84 strength = you can't use it and 85 = you can use it with no problem, then it'd be the same as Oblivion's magic perks and those don't seem to be very popular. I think it'd be better with decreasing weapon speed and increasing fatigue costs the more your strength is below the weapon's strength rating. That way it'd be your choice if the weapon's damage or enchantment is worth the penalties, and if your strength was only a few points away you'd be able to use at almost full effectiveness instead of not at all.
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TIhIsmc L Griot
 
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