The combat in this game is very bland. By adding weapons that give players a tactical choice for combat styles this could be fixed. I will not go over the blacksmithing that would be required to make some of the weapons because I feel that this thread will not get much support.
Broad sword:
The basic sword used in the game now, made the same way with no changes, simply renamed.
Katana:
Would require blacksmithing or some other technique as it would not have anyway to apear different in the 3*3 crafting window (mabye smelting a broadsword?). And may or may not require an additional unit to make depending on if a katana would be overpowered.
It causes 1.5 times the damage of a sword but only .5 as much knockback.
Could have lower durability to balance extra damage, or having it require 3 blocks to make would allow the same total damage done per resource used.
Rapier:
Not sure how it would be made, could require 1 less material than the broadsword, or extra 50% durability.
Causes only half the damage of a broadsword but knocks mobs twice as far backward, or maybe just 1.5 times normal knockback.
Battleaxe:
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Still held in one hand, not a Greataxe. Does twice the damage of a broadsword but causes no knockback, requires twice the material to balnce out power, maybe 75% normal duability as well. Cannot damage the same mob within .5 seconds, otherwise it would get another hit instantly since there is no knockback.
Flint Spear:
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Low durabilty and damage. When the player hits a mob the spear will stick to the mob holding that mob 3 block lengths away (two blocks between player and mob). When stuck view will lock at a 0 degree angle (straight forward) and the player will be unable to rotate the camera, the player can move around with the stuck mob and release it by letting go of the left mouse button, the spear will lose several points of durability for each second it holds a mob, it would be a good weapon for pushing mobs into traps or over a shap drop (It would be fun to have a helpless creeper under my control). It would do damage equivelent to a wooden sword upon releasing a mob and no damage for the initial hit.
I think this is a balanced way to vary weapon types, Greataxes are powerful but are resource inefficient, and players would not commonly make them out of materials greater than stone, preventing them from being overpowered. each weapon has different traits that seperate it from other weapons so there is no redundancy. Katannas and greataxes are less resource efficient but can be used to farm passive mobs with greater efficiency, a cow will have to be hit less times and will not be knocked far away from the player.
Look for the "Weapons Megathread." It was created precisely to stop an influx of weapons suggestions, which many regard as "the sword, but slower/strong."
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Egads..this is World of Warcraft meets Battlefield 1942 in a dark alley with way too much to drink and no discarded mattress nearby.
Look for the "Weapons Megathread." It was created precisely to stop an influx of weapons suggestions, which many regard as "the sword, but slower/strong."
Can you post a link?
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Broad sword:
The basic sword used in the game now, made the same way with no changes, simply renamed.
Katana:
Would require blacksmithing or some other technique as it would not have anyway to apear different in the 3*3 crafting window (mabye smelting a broadsword?). And may or may not require an additional unit to make depending on if a katana would be overpowered.
It causes 1.5 times the damage of a sword but only .5 as much knockback.
Could have lower durability to balance extra damage, or having it require 3 blocks to make would allow the same total damage done per resource used.
Rapier:
Not sure how it would be made, could require 1 less material than the broadsword, or extra 50% durability.
Causes only half the damage of a broadsword but knocks mobs twice as far backward, or maybe just 1.5 times normal knockback.
Battleaxe:
[]
Still held in one hand, not a Greataxe. Does twice the damage of a broadsword but causes no knockback, requires twice the material to balnce out power, maybe 75% normal duability as well. Cannot damage the same mob within .5 seconds, otherwise it would get another hit instantly since there is no knockback.
Flint Spear:
[]
[]
[]
Low durabilty and damage. When the player hits a mob the spear will stick to the mob holding that mob 3 block lengths away (two blocks between player and mob). When stuck view will lock at a 0 degree angle (straight forward) and the player will be unable to rotate the camera, the player can move around with the stuck mob and release it by letting go of the left mouse button, the spear will lose several points of durability for each second it holds a mob, it would be a good weapon for pushing mobs into traps or over a shap drop (It would be fun to have a helpless creeper under my control). It would do damage equivelent to a wooden sword upon releasing a mob and no damage for the initial hit.
I think this is a balanced way to vary weapon types, Greataxes are powerful but are resource inefficient, and players would not commonly make them out of materials greater than stone, preventing them from being overpowered. each weapon has different traits that seperate it from other weapons so there is no redundancy. Katannas and greataxes are less resource efficient but can be used to farm passive mobs with greater efficiency, a cow will have to be hit less times and will not be knocked far away from the player.
Can you post a link?