» Tue Feb 01, 2011 5:03 pm
Actually the weapons skills in the game should be divided like this as bare minimum:
One haded blade
Two handed blade
Polearm
One handed blunt
Two handed blunt
Dagger
Xbow
Bow
Thrown weapons
Unarmed.
But if you are more purist it shiuld be divided as:
Unarmed
Weapon name
Throw weapon (name)
This way you could thrown any weapon for damage (except bow and Xbow) but you get disarmed no matter what (better have a backup weapon).
Each weapon would have its characteristic (blunt smashes bones give more damge throught armor(Hit point) damage ennemy armor (armor degradation), bladed give slashing damage, bleeding, piercing, but having less inertia give less damage throught armor), 2 handed weapon deal more damage but are slower and require more strenght and tire more, small weapon give less damage but can be fasty swinged and leave the bearer freer to move out (dodge) and tire less
Weapon skill would give similarity skills to other weapon EX: 10 point in 1 handed long sword give 5 point to 1 handed broad sword (assuming there both, or Katana) 6 point to short sword, 4 points for bastard sword, and 2 point to 2 handed, hand so on.
All skill are vice versa in giving knowledge.
This is easy to implement as this ar simple excell speadsheets developers are more than used too.
The more you are skilled with a weaon the more you deliver, bleeding wouds % increase, time of bleeding too, crippling blows % increase, bone break % armor degradation increase so after some blow armor protect less etc.
For such Material VS material table is paramount as with armor/weapon degradation.
Armor skill should be here too, like the more you know about armor, the less it hampers your movement (combat, day to day use, agility strenght ETC.) For example a heavyer armor protect more, but it hamper your movement at the beginning, slow you down, etc but in compensation your athletic and stamina grow faster at the beginning until they raise a plateau (when you feel confortable in the armor) you should have an agility increse if you dont want to give penalties.
To avoid aror switch penalties are given when you switch armors until you adapt. (balance not the same, reaction not the same)
All those are simple excell sheets, the right and correct way to implement things in a RPG, which have been done in many sistems and work right, but i dont expect it will be done since bethesda has gone the easy mindless diablo/Castlevania (action game) way with perks at lvl up. Probably to catter the "i win button" addicted audience , which IMO is sad.