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Gunsmithy Skill

Posted:
Tue Nov 06, 2012 6:04 pm
by Torquemada
I did not see any posting about this perhaps this could be added at a later date Gun smithy or Weapons smith, to cover all types of weapons from guns to bladed.
Of course the item created would be purity based (once fully implemented) and of course Tin,Copper,Iron. Lower purity lower damage and vice versa.
And pr-reqs......Blacksmith,Metallurgy and Mechanics.
Re: Gunsmithy Skill

Posted:
Tue Nov 06, 2012 10:18 pm
by Ass_Kraken
First we should be able to craft the gun we already have.
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 3:36 am
by jorb
First there should be some sorts of mechanics for guns that isn't the naive retardery we have right now.

Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 4:00 am
by Sevenless
jorb wrote:First there should be some sorts of mechanics for guns that isn't the naive retardery we have right now.

I'd like to see muskets be support based. Concussive shot to increase imbalance (via single effect, not from the shot or groups of musketeers would wander around stunning people), possibly a slow (not sure how many noobs we wish to sacrifice).
Either way, I'd rather they never be dps or it'll take the entire point out of an intricate melee system. But if they're supporting the fight, they'll have a place in the combat system without being spammed by everyone.
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 4:15 am
by loftar
Sevenless wrote:Either way, I'd rather they never be dps or it'll take the entire point out of an intricate melee system.
My central premise when reasoning about gun mechanics is that guns should -- appropriately for the era -- take a Really Long Time to reload (and, mind you, use expendable bullets and gunpowder), so that they are basically single-use in actual combat (unless you are a team and have support gunners). It is not entirely obvious how to balance that with the amount of damage they would deal, but I'm sure something is possible and reasonable. I'm considering a model where the initial impact deal relatively little damage (enough to kill lesser game), but the lodged bullet continues to deal damage over time if left untreated.
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 4:41 am
by staxjax
Make them have a one time use in combat like you said, but give them a a short snaring effect if the shot is successful. It would be good for fleeing and chasing. I don't really know how to counteract the inevitable full inventory of guns that will happen, but maybe there would need to be a timer so you can't keep a target permanently snared.
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 4:45 am
by loftar
staxjax wrote:I don't really know how to counteract the inevitable full inventory of guns that will happen
I think it would be reasonable if only equipped guns could be loaded. It would be somewhat realistic as well, since the gunpowder and bullet probably wouldn't stay put in contemporary guns if not held in proper position. :)
This would also make pistols useful, since one could equip two of them at the same time.
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 5:16 am
by Sevenless
If possible, could we have some variety in how guns work as well? A single shot type would really render guns boring.
Muskets, rifles, pistols. I'm sure we could have different types of guns do different things or some such if we didn't want to have different "moves".
But I'm thinking about things like leg shots vs arm shots having different effects. One slowing, the other giving skills a short load time? Lots to play with :3
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 5:30 am
by colesie
Bows please
Hell, let me throw stones
Re: Gunsmithy Skill

Posted:
Wed Nov 07, 2012 11:30 am
by Potjeh
Alternatively, equipment should take a like 5 seconds to attune after being equipped before it can be used in combat. This would also serve to stop gear juggling when clothing becomes relevant in combat. Otherwise people will be using macros like crazy.