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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Ryabacca
Jedi
Posts: 801
Registered: 09-10-2003


Ryabacca
PA: DwV
Server: Valcyn

Reply 61 of 79

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/bump

Take your weapon and strike me down with all of you hatred...and your journey toward the Dark Side will be complete!
Visit Ryabaccas Goods on Naboo in the Imperial HQ (IHQ) and outside of theed and at Orads - 4116 3415 for all your Armor needs.
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Proud Member of the Dark Warriors of Valor
DwV for life
Ryabacca -- Elder Jedi
Ryaustal -- Commando
Xorpx -- Armorsmith 3yrs and counting.
06-18-2005 05:32 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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ClevtonRyles
SWG Chief Petty Officer
Posts: 274
Registered: 10-08-2003


ClevtonRyles

Reply 62 of 79

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I would have rather have seen at least, AT LEAST, the holsters implemented as part of the CU... hell, all of this implemented with the CU, as opposed to the ... bussiness... of all the new faction armor and pointless weapons.

Colonel Clevton "The Clap" Ryles
Master Smuggler | Master Bounty Hunter | Drunken Bar Brawler Extraordinaire
"I didn't know how many of em it would take to kick my ass, but I knew how many they were gunna use..."
I am Jack's ignored profession.
KIA 26 AUGUST 2005 by Dev Jeedai Lovin'
06-19-2005 02:08 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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JoleneArcher
Jedi
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Registered: 01-03-2004


JoleneArcher
PA: Sunrise Industries
Server: FarStar

Reply 63 of 79

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Kichigai_Daidoji wrote:
not sure if this has been said yet, but this thread was WAAAAY to long for me to read it all, but as for a holster they could always do what eq2 did (which is what DAoC did first) in that when your not using your weapon it kinda sticks to your body. kinda looks like its holstered but its just there. bigger weps on the back it would be alot cooler than running around carrying your weapon constantly and easier to do than start making holsters.





Thats what i had in mind too. Would be cool if they did this.

NGE satisfaction meter.

Give it a shot [--------------------------------------|] SOE should be shot

2 Accounts cancelled - Thanks for ruining this once great game.

06-20-2005 05:03 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)   [ Edited ]
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lspiderl
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lspiderl
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Reply 64 of 79

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i think hes right even if both weapons were shot at full speed with full damage  u better hope u kill whatever it is fast or youl be out of action in NO TIME FLAT  even with low sac weapons so it would be a trade off i mean if u got a 75 sac pistol u can shoot for a while but still runout of action fast heck  i got an ubar pistol with an sac of liek 105 and even with food and spice i run dry fast a a master smug/master pistol and assume u can deul wiled and have 2 75 sac pistols popping off and normal speed and normal damage yes u will do a ton of damage yes u WILL do it fast and YES u will be out of action after like 4 shots lol

so it would be up to the player to choose

 and as for hand prefferance i think it should be random upon generation and list it ing utr char sheet

 

u create a char and just like in life u never know if ull be born left handed

Message Edited by lspiderl on 06-22-2005 07:26 PM

gggggggggggggggggggggMeiling//Medic
gggggggggggggggggggggYen-Meiling//Trader//Structures
ggggggggggggggggggggg-1282 -1895 talus pheonix
gggggggggggggggggggggin loving memory of the real meiling
gggggggggggggggggggggborn aug 2002 died august 2002
ggg|||||[z]WXgggggggggggggggggggggggg)
b4 making comments about my typing and spelling please read this http://eqiiforums.station.sony.com/eq2/board/message?board.id=Vox&message.id=18536
06-22-2005 07:11 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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SaatoKhaar
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Registered: 06-23-2005


SaatoKhaar
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Reply 65 of 79

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You aren't just born left handed or right handed, somewhere in early childhood you make a conscious choice to start using one hand more than the other.  Most scientists believe that right-handedness is dominant because children grow up seeing right handedness everywhere.  Babies observe and absorb everything.  That's also why left-handedness is seen as a sign of genius, because the baby went his own way when he saw righties everywhere.
 
Regardless of that jargon, your character isn't a random generated thing that you learn to love, it's a character that for better or for worse you fashion to YOUR liking.  Many people use their character as an outlet, an fantasy version of themself that they explore through.  So, if someone is a lefty, their character should be able to represent that, if that is important to them.
 
I like the Dual-Wield idea, and I definitely agree with whoever said use the KotoR system.   I also got an idea from Diablo II.
 
The Barbarian has the ability to either dual wield, or he can use two hands for one weapon.  That'd be really cool in SWG.  If you were a Fencer, but wanted to have added damage and control, instead of going dual weapons, you could use both hands to wield a 1-handed weapon.

~Saato Khaar
Omega Templar
Imperial Master Bounty Hunter, now and forever
R.I.P. Star Wars Galaxies
06-23-2005 04:01 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/02/2005)
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Nayar
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Posts: 24
Registered: 06-18-2005


Nayar

Reply 66 of 79

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%100 agreed....Why didnt the devs think about this stuff?

-Nayar Varrano-

Be careful down there....."Hey - It's me!"
07-05-2005 03:45 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Skifi_Widal
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Posts: 398
Registered: 07-08-2003


Skifi_Widal
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Reply 67 of 79

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I see a number of ways the attack mechanics can be implemented for using dual style. Let me explore a few examples from P&P sources which could be adapted for SWG.

D&D: Dual wielding affects the accuracy of the attack. At lower levels, both weapons suffer major accuracy penalties to the wielder. As the skill is improved over time, these penalties decrease. At a Master level the dominate hand suffers no accuracy penalties, but the off-hand still suffers minimal accuracy penalties.

This interprets well into the SWG game system as accuracy penalties to the dual-wielder specific to each weapon wielded. Accuracy in SWG is used as a calculation for hit results but also as a damage mitigation when compared to the target's defensive stats. More damage is applied to the target if the attacker's accuracy is greater than the target's defenses. This has the effect of balancing the additional damage caused by dual wielding. Therefore, dual-wielders with little skill in dual-wielding may very well do less damage when dual wielding. Only Masters should be able to achieve an advantage by dual-wielding.

Warhammer: Dual wielding bestows the combatant 1 extra attack per round. If the combatant has an attack rating of 3 attacks per round, the extra hand weapon adds 1 more attack for a total of 4 attacks per round.

To interpret this to SWG, the extra weapon would only be able to use the default ranged or melee attack. When the attacker used a special maneuver (Body Shot for example) only the dominate hand weapon would inflict the special shot, while the off hand weapon would continue to use the basic ranged attack. This could be modified such that as a Master, perhaps you could use specials with the off hand weapon.

Anyway, just proposing solutions to balancing the dual wield proposal. It would be important that dual wielding not become more powerful than single weapon or 2hander users. Reducing the damage of all weapons which could be dual wielded may solve that, but would cripple those that used only 1 weapon style. Therefore it may be better to create new weapons which are specifically designed for 2 hand use only. These "pair of pistols" type weapons would essentially be a single item, inseparable and only usable in dual wield style. Likewise, the current range of weapons would continue to be single hand use only as well. This way a complicated if/then situation could be avoided concerning weapons and their style use for determining the damage they do. Also, damage ratings are not the only way to balance the dual wield style. The above penalties to accuracy may very well be enough to maintain fair game play assuming the accuracy penalties were suffiently harsh.

In the end, choosing to use 2 weapons over one should simply be a matter of style, and not a combat advantage, else everyone would become dual wielders.

 


I see you have constructed your own Mineral Scanner.
Impressive. Most impressive.


"No Reward is worth THIS" -Han Solo (A New Hope)

Blix Nado - Port Last, Dantooine / Tarquinas

$$ >> Canon

07-07-2005 03:22 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Eijas
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Eijas
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Reply 68 of 79

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is this mmo your playing shadowbane ?

+=+=+ Eijas - Leader of -XeX- +=+=+
Carbineer & Bounty Hunter
+=+=+ Keeth (Scylla) +=+=+
Roleplaying Jedi
07-09-2005 03:29 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Raign
SWG Chief Petty Officer
Posts: 95
Registered: 09-07-2003


Raign

Reply 69 of 79

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/support

-Raign
Wookie Master Rifleman
Wookie Pistoleer 0-4-0-4
Wookie Carbineer 0-4-4-0
Wookie Imperial Pilot 3-3-3-3
07-28-2005 10:28 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Ralrraa
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Posts: 4
Registered: 12-21-2003


Ralrraa
PA: Ralrra
Server: Lowca

Reply 70 of 79

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/sign

good stuff in here. Especially like the holstering weapons idea. People don't go around carrying their swords and guns 24/7. This would give the game a much better feel!

Ralraa, laziest of all!
08-21-2005 01:31 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Cypressa
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Registered: 07-11-2005


Cypressa
PA: Servants of Darkness
Server: Eclipse

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correct me if i'm wrong.

but the easiest way i see to implement this would be in 1 of 2 ways.

 

1) have each waeapon do half the damage therefor someone with 1 cdef pistol won't be at a disadvantage over someone with 2.

2) have it as a skin only. you hold to cdef pistols and fire 2 cdef pistols but only 1 cdef pistol count's. the off hand pistol doesn't get taken into the calculations for how much damage is dealt or anything.

 

this way people who wanted to duel weild could and those who didn't wouldn't have to and the game wouldn't become unbalanced (or at least any more than it is)

(gggggggggggggggggggg

Remember, concentrate on the moment. Feel, don't think. Trust your instincts.

Cypressa: Jedi, Del-Boy: Munitions Trader, Members of SoD
Trotters Independent Traders located on talus -3515,1035. 1500m for imp outpost (eclipse)
gggggggggggggggggggg)
08-22-2005 08:21 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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alexander1975
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Registered: 09-21-2003


alexander1975
PA: Buck O' Five
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SOE,,,Give this man a job!!!!

I like Beer, and dead Rebels.
08-22-2005 11:16 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Cypressa
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Cypressa
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Thinking about this last night and I have come up with some more ideas about it

1) every starport should have a weapon trader near by. the weapon trader turns your single weapon into the dual wield and changes the name to be Dualxxxx e.g. I have a uber cdef and I take it to the trader and it becomes a Dual uber cdef. but it will cost about 5000 credits to get it changed. all the weapon trader does is copies your current weapon to be used in the other hand.

2) only swords and pistols should be allowed to be dual wielded. maybe carbines but I think they might look odd dual wielded. but definitely not rifles or polearms.

3) so that you can tell that the weapon is a dual wield other than the name starting with dual the background of the icon should be a different colour like you have red for broken items and green for equipped you could have yellow or blue for dual wield weapons. or there should be a big semi-transparent 2 in the background or foreground.

 

4) lightsabers should be included as well.

 

5) the stats for both dual wield weapons should be the same as its single before had. 1 handed swords should still be faster than 2 handed swords.

 

if anyone thinks these are bad ideas please say so and I will see if I can come up with anything better.

I am trying to make it easier for the devs to get it into the game as I would like to be able to dual wield my nk-executoner.

 

 

(gggggggggggggggggggg

Remember, concentrate on the moment. Feel, don't think. Trust your instincts.

Cypressa: Jedi, Del-Boy: Munitions Trader, Members of SoD
Trotters Independent Traders located on talus -3515,1035. 1500m for imp outpost (eclipse)
gggggggggggggggggggg)
08-23-2005 02:23 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Renzak
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Posts: 100
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Renzak
PA: No Longer Paying to Beta Test SWG
Server: Naritus

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What a great idea!

EQ2 does a similar thing...perhaps they can run down the hall and snarf the code

08-25-2005 03:27 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Cypressa
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Cypressa
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thinking about this more and i think that maybe 2 handed weapons should not be dual weilded but so that swordsmen arn't left out there should be some 1 handed swords that give 2 handed xp or when 1 handed weapons are changed to dual weild there should be an option to choose whether it will give 1 handed or 2 handed xp once it has been changed.
 
Come on the day when we can dual wield

(gggggggggggggggggggg

Remember, concentrate on the moment. Feel, don't think. Trust your instincts.

Cypressa: Jedi, Del-Boy: Munitions Trader, Members of SoD
Trotters Independent Traders located on talus -3515,1035. 1500m for imp outpost (eclipse)
gggggggggggggggggggg)
08-31-2005 05:46 AM  

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