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Locational damage for weapons


Keshash

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I'm pretty sure this was already brought up by someone, but suggestion forum search gives nothing.

 

I'll try to explain on the example of our favourite axe.

 

Current weapon repair system looks like this:

                  Glue

 Repair ->  Tape

                  something else.

I suggest to add one more intermediate menu - location.

                                                Glue

Repair ->  Broken Handle -> Tape

                                               New handle

Possible damage for the axe:  broken handle, dull blade, rusty axehead, broken axehead. 

That would add even more variability to the current repairs (Replacing details instead of repairing them, for example) and improve complex weapons' durability. Many players complained that weapons break too fast.  Sometimes it's upsetting to throw out favourite weapon, because repairs can't help it any more.

 

It would be mostly for complex weapon (Axes, hammers, knives, screwdrivers, spears, machete, and plungers), but sometimes they are most useful. 

 

Suggestion per day keeps zombies at bay.

Edited by Keshash
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This makes sense to me. I like the idea of replacing components on our tools/weapons.

 

Maybe when metal working comes into play we can sharpen our dull axe heads? Maybe forge new ones? I can't imagine an axe head ever breaking, but the shaft could definitely break. With a fair amount of skill in carpentry and the right tools we could produce new axe handles (we can already make raw axes after all with no skill).

 

A similar approach could be taken for hammers, sledges, knives, etc like you said above.

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I forgot to mention one detail - different chance of certain breakage. On the example of that axe.

  • Problems with the handles and dull blades is the most common breakage, that happened with me.
  • The tool can get rusty only if it wasn't used for a long time and only if it is a metal one.
  • Axehead falling off. I've saw this issue on the old hammers. One don't any kind of material to repair it, just put it back and hit it slightly.
  • Metal part breaking. Mostly unrepairable. Means you have to find new axehead (or forge it, if metalworking is coming).
1 minute ago, CaptKaspar said:

I can't imagine an axe head ever breaking

Well at least cracked, in the result of the strong hit.

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On ‎2016‎-‎07‎-‎18 at 11:09 AM, Keshash said:

I forgot to mention one detail - different chance of certain breakage. On the example of that axe.

  • Problems with the handles and dull blades is the most common breakage, that happened with me.
  • The tool can get rusty only if it wasn't used for a long time and only if it is a metal one.
  • Axehead falling off. I've saw this issue on the old hammers. One don't any kind of material to repair it, just put it back and hit it slightly.
  • Metal part breaking. Mostly unrepairable. Means you have to find new axehead (or forge it, if metalworking is coming).

Well at least cracked, in the result of the strong hit.

 

I've seen that too, head falling of the handle.  As I recall though if you just put it back it would fall soon after as the handle is now too loose.

 

You would probably need to make a notch in the handle and place a wedge.  This however can be done easily with very little materials.  The easiest way to implement would probably be to use a nail or something.

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This seems a little complex to me for every single repair instance... It's also a bit off that the average person would be able to work out the best-case repairs for the variety of weapons available with no pre-requisite.

 

Maybe as an advanced level of blade/blunt maintenance you could take an extra action to 'identify the problem' and then repair it with the precise materials to the negate the negative effects of repairs? Which would preserve the general simplicity of repairing items while making maintenance a more useful skill? It would also justify why your average repair does so much to hinder the effectiveness of equipment, since you're more or less jury-rigging the item back to effectiveness with whatever you have on you. 

Edited by Scyoni
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15 hours ago, Scyoni said:

This seems a little complex to me for every single repair instance... It's also a bit off that the average person would be able to work out the best-case repairs for the variety of weapons available with no pre-requisite.

 

Maybe as an advanced level of blade/blunt maintenance you could take an extra action to 'identify the problem' and then repair it with the precise materials to the negate the negative effects of repairs? Which would preserve the general simplicity of repairing items while making maintenance a more useful skill? It would also justify why your average repair does so much to hinder the effectiveness of equipment, since you're more or less jury-rigging the item back to effectiveness with whatever you have on you. 

 

That's an interesting counter-offer and I agree it would preserve the system in it's actual state.  I especialy like the diagnostic idea.

 

I'll add my own counter-offer in the same spirit as yours : Optional sub skills once you reach a certain level (yeah, RPG skill tree :D).  Could even be a couple of them available each time you get to a new rank beside begginer (so 4 in total). There could even be rank for those so that specialisation within one give increased bonus, at the cost of loosing the others.  In this case I'd probably plead for a total of 10 subskill that can be taken with each skill increase.  Some of them may have prerequisite skill level to be available or even, as Scyoni suggest, to be able to use later skills.

 

Keep in mind the skills below where done quickly as an illustration.  They do not take into account possible synergy between skills (such as more accuracy decreasing damage to weapons, higher carpentry allowing sturdier weapon handle, etc).

 

An exemple for blade or blunt maintenance :

  • Weapon care (the basic of maintenance, it could replace part or all of the base system and allow to be taken up to 4 or 10 times so that people can keep playing as is) ;
  • Weapon diagnostic (thanks for the idea to Scyoni) ;
  • Weapon dismantling (for spare parts) ;
  • Weapon reconstruction (from spare parts) ;
  • Handle repair (include heat attachement, or could be separate skill) ;
  • Handle craft (require carpentry... probably) ;
  • Head sharpening (blade) ;
  • Head straightening (for when it get bent) ;
  • Head solidification (both, in the rare instances where a axe/hammer/sledge head gets craked)
  • Head reforge ;

 

More materials for repair

Beside weapon parts, there is also improvement that could be made to the list of materials that can be use to repair weapons.  I once used fishing line to repair (temporarily) a metal coat check that had broken on the stroke of midnight jan 1st 2001.  The attach to one of the support had broken somehow.  With enough twists and turns of fishing line it held up for the rest of the night (true story... oh, and McGuyver would be proud).  I wager it was sturdier then if I had used duct tape (or maybe not).

 

Bottom line, fishing line, wire and other materials could also be used for repairs.

Edited by MyTJ
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Wouldn't this make stabbing weapons even more OP? A bat can chip and break, an axe can get dull, but you don't really have to do much to maintain a good knife as long as you only use it for stabbing.

Edited by Rass
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1 hour ago, Rass said:

Wouldn't this make stabbing weapons even more OP?

If only they could stuck... Like some chance of triggering "long" animation, where weapon stucks in the zombie and character pulls it outs.

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I think for balancing purposes you'd have to take it to the extremes and allow a knife blade to break and dull by stabbing. I know anyone with any idea of how to use one probably wouldn't have that problem, but sacrificing realism for balance is pretty par for the course.

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On ‎2016‎-‎07‎-‎23 at 9:37 AM, Rass said:

Wouldn't this make stabbing weapons even more OP? A bat can chip and break, an axe can get dull, but you don't really have to do much to maintain a good knife as long as you only use it for stabbing.

 

Beside hitting bones and getting notches in the blade, it's possible that it bend or even break free from the handle (cheaper versions).

 

On ‎2016‎-‎07‎-‎23 at 1:27 PM, Scyoni said:

I think for balancing purposes you'd have to take it to the extremes and allow a knife blade to break and dull by stabbing. I know anyone with any idea of how to use one probably wouldn't have that problem, but sacrificing realism for balance is pretty par for the course.

 

I agree, there are quite a few weapons that are nearly unbreakable if used right.  Maybe we could justify it by the chaos of melee combat agains hordes of scratchy and bity zeds?

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UR A LOCATIONAL DAMAGE FOR WEAPONS!!!

 

 

 

Now, this seems like a really cool idea ;)... That's all. Were you expecting more?

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On 7/22/2016 at 11:43 AM, MyTJ said:

 

That's an interesting counter-offer and I agree it would preserve the system in it's actual state.  I especialy like the diagnostic idea.

 

I'll add my own counter-offer in the same spirit as yours : Optional sub skills once you reach a certain level (yeah, RPG skill tree :D).  Could even be a couple of them available each time you get to a new rank beside begginer (so 4 in total). There could even be rank for those so that specialisation within one give increased bonus, at the cost of loosing the others.  In this case I'd probably plead for a total of 10 subskill that can be taken with each skill increase.  Some of them may have prerequisite skill level to be available or even, as Scyoni suggest, to be able to use later skills.

 

Keep in mind the skills below where done quickly as an illustration.  They do not take into account possible synergy between skills (such as more accuracy decreasing damage to weapons, higher carpentry allowing sturdier weapon handle, etc).

 

An exemple for blade or blunt maintenance :

  • Weapon care (the basic of maintenance, it could replace part or all of the base system and allow to be taken up to 4 or 10 times so that people can keep playing as is) ;
  • Weapon diagnostic (thanks for the idea to Scyoni) ;
  • Weapon dismantling (for spare parts) ;
  • Weapon reconstruction (from spare parts) ;
  • Handle repair (include heat attachement, or could be separate skill) ;
  • Handle craft (require carpentry... probably) ;
  • Head sharpening (blade) ;
  • Head straightening (for when it get bent) ;
  • Head solidification (both, in the rare instances where a axe/hammer/sledge head gets craked)
  • Head reforge ;

 

More materials for repair

Beside weapon parts, there is also improvement that could be made to the list of materials that can be use to repair weapons.  I once used fishing line to repair (temporarily) a metal coat check that had broken on the stroke of midnight jan 1st 2001.  The attach to one of the support had broken somehow.  With enough twists and turns of fishing line it held up for the rest of the night (true story... oh, and McGuyver would be proud).  I wager it was sturdier then if I had used duct tape (or maybe not).

 

Bottom line, fishing line, wire and other materials could also be used for repairs.

will i agree with the skill tree i disagre with the locking out it forces you to play with other and work with other like that so a solo player like me cant take full effect and whole idea is less then effective

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