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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)   [ Edited ]
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Pseudopd
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Pseudopd
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Reply 46 of 79

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Pseudopd wrote:
 
Holsters would be an excellent idea, and quite doable.  It would be nice to see wookiees with a bowcaster on their back.  A rifleman sitting at a cantina with a T-21 shoulder slung.  A pilot awaiting repairs on his ship, nerviously tapping at his holster pistol. 
 

Many people will state, "Hey, boss!  Adding new artwork and animations and code is too much of a developer drain!  It aint gonna happen, Buddy-wuddy!"

I've been think about this, researching, having bar-b-ques.  And as i'm not a programer beyond Vbasic, i cant comment on code other than the ideas i'll put through wouldnt require major code.  But, as an Animator, i can comment securely on that aspect...

Hoslter belts and clothing:

Just like adding a new belt or clothing.  Craftable holsters for pistols and pistol like weapons that can be worn.  Using the same code as wearing a regular belt, backpack, necklace and such, it can be done.  Holstered belts can have two artwork pieces:  one with an empty holster, and one with a full holster.  The full hoslster would have the handle and perhaps scope, of the assigned weapon poking out of it.

Weapon holsters in boots can be the same, weather it be a small pistol, a knife, or a vibro knuckler.  A vibroknuckler or knife can also be worn on the arm or sleeve, without the need of extra artwork for a drawn holster if need be.

We'll skip shoulder pistol holsters for now as it clipping can occur with the artwork.

Faction armored players cannot holster weapons as such (except for the boot holster for imp scout troopers).  But then again, an army at war wouldnt holster their weapons either.

But, you say, two pieces of artwork?  What about the "drawing the weapon" animation?  See below...

Drawing the Weapon Animation:

Not needed.

Think about it.  Animation is only a trick to your eyes...It's a series of static images and your mind filling in the blanks.  To draw out your weapon (a pistol for example), you would need only the pistol in holster frame...then, pistol in hand...the rest your mind will fill in!  Have you ever selected a weapon while running?  The pistol just appears in your hands and your arms are automaticaly raised to hold it.  You NEVER miss the fact the there is almost no transitory animation of the actual weapon!  You automaticaly think you see a lot of animation of the arms being raised into place and a weapon steadied into place...but there wasnt any to speak of!

Same can go for the weapon drawing "animation".  No code or artwork needed...and you'll never miss it.  No lag.  No delay.

If you really wanted to do something, you canm easily cose a one frame animated move of a bent arm (when i get time, i will post storyboard drawing of what this might be like)...

Rifles and larger than pistol weapons:

Rifles, swords, axes and such, can be just placed on the back of the player without any extra animation, as if slung there.  Either right shoulder, left shoulder, or cross back.  No artwork.  No anomation.

Staffs, polearms and such...cannot be holstered or slung and must be held like always.  No artwork.  No animation.

Carbines and such, slung like rifles, and in addition, slung right chest or left, under arm and shoulder.  Once again, you do not HAVE to see any animation or artwork for this.  although you wont see a weapon sling, just the weapon being there, you wont miss it.

(artwork can be added later for a wearable sling, not not needed to start this base issue going).

Also, once again, no animation for "drawing the weapon" will be needed.  The rifle will be slung on your back, then when you "unholster" the rifle, it's gone from your back, and now in your upraised hands.

Additional Fun Ideas...Weapon holstered only areas: 

NPC city cantinas and hospitals (and possibly others public buildings) are to be off limits to drawn weapons.  Guards or droids will be placed outside thses doors, and the door will be "locked" as if you were on a vehicle, untill you holster your weapon. 

"I'm sorry sir.  Weapons cannot be branished in this public place.  Thank you for your compliance."

A few rules though.  Only Special Forces of the faction controling a city can walk whereever they please with wapons drawn.  "Oh, please excuse me sir.  Go about your civic duties and enter!"

Once inside, you can draw your weapon.  But, can be marked for a fine if caught by roving troopes of that city, much like the smuggled goods scans.  Credits talk, y'know...didnt han pay the barkeep when he killed greedo?

Player city cantina, Med centers, guild halls and such, can turn off this option.  Other option?  No droids "we dont serve them kind here!".  No Pets.  No armor.  etc.

Polearms and unholsterable weapons will be exluded from these regulations.  It can be argued that your bladed 6 foot weapon is only an ornimental "walking stick"...*wink*

Smugglers will be put to additional use.  They can allow players to enter a stucture without a hostler check, or evade detection once inside...

Hosters...a do-able idea!

Baz Pseudopod


 

Message Edited by Pseudopd on 02-28-2005 11:13 AM

02-28-2005 11:11 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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ixola
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ixola
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Reply 47 of 79

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nice idea but i dont like the part where only masters of the proff's would be able to dual wield (because im bad at mastering proffs heh) but if there would come new proffs in addition to the current proffs like one-handed4 would qualify for 2 proffesions fencer and dual fencer dual fencers where stronger at dual wielding while normal fencers where only single wielding but dual fencers would get bonus for 2 simmilar weapons (it would make double damage) but if 1 weapon is 25-136 dmg and 5.1 speed and the oher was 1.3 speed and 40-245 dmg would make the dmg of the good weapon greatly weaker (like when u not qualify for the weapon) and the bad weap only slightly better so it would be better to get the 1.3spd and 40-245 dmg as a normal fencer and dual fencers could learn special attacks that was stronger or weaker depending on what type of weapons you were using like when u have 2 stunbattons 1 was 13-125dmg and 1.5 speed and other 1 was 37-325 dmg with 4.7 speed you would get better than the other combination it would make 27-315 dmg and 1.8 speed this would make the dual wielding idea look a little better to me its just my crazy head running off and posting crazy ideas on the SWG forums
03-02-2005 11:03 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Denise_DArc
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Reply 48 of 79

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03-03-2005 05:56 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Flatlinedmemory
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Very awsome Idea. A few more things though.

The weapon switch delay should stay.

However having a weapon holstered would negate the delay

The player would however suffer from the HAM costs of the weapon if holsterd.

Available Places for holstered Items

Belts - 2 slots - Used for pistols, one handed weapons and vk's

Sholders - 1 slot per - Items would be slung over the shoulder vertically next to backpack bandolier - Used for rifles, carbines, twohanded weapons, polearms

No weapons could be holstered in bandolier type fashion , because this would be a codeing problem

It would already be very tough to code open area's on the character to holster weapons.
03-03-2005 07:09 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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OmegaZeuS
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My two cents:

Ok, as for the holsering not being done, well, flame me if you will but from the little I played FFXI you actually put your weapon AWAY when not in combat. You also automatically take it out when you get attacked. So coding is and animation is not so far off...

ANYWAYS! I like the idea of holstering/sheathing weapons as well (especially) the one about concealing weapons... I think that you being able to see me running around with a super weapon might take away from the element of surprise... This also brings up a new point a little off topic: badges. When I examine someone and see a master badge in a super powerful profession and see them walking around with a super powerful weapon of that prof makes me wonder if I'd win... I'd like it if I can choose WHICH badges I show...

Drawing weapons: I agree on what one persopn said about drawing speed and will add something: new "pre-combat" skills. See, the way I see it is that a pistoleer should have the ability to quickly draw AND fire at the same time to therefore cause more damage and even surprise the enemy. This goes the same for melee profs so that they unsheath their swords faster and use the momentum to create additional damage. This would be done only while the weapon is holstered and the weapon could be holstered again so as to do the move again but it would mean taking the time to put it away and taking it out again. It would also look cool if after dealing a crapload of damage that I put my sword away just to taunt you a little and make you mad *bad me, bad*

erhm...

I also see a problem with equity. See, the way you have it setup is that only those professions with "smaller" sized weapons can use two and I find it unfair for others (I'm a heavy swordsman, I don't see me holding up 2 scythes, lol) SO, I propose new fighting STANCES! Anyone ever play any of the newer jedi knight games (ick, I said jedi...) well, it works kinda like that. A profession that does not have the ability to hold more than one weapon would therefore have the option of variable attack stances. As a swordsman I find it sometimes boring to always have my swords in front of me and alway swinging the same way

What this would do:

- It allows those who cannot dual wield to have better diversity
- it would alter mods in order to accomodate for the new stance

Think of it like this: If I'm a swordsman and I have my sword out and want to attack something I use my regular stance. I take normal damage, my moves use a normal amount of HAM and I move at a normal rate. Now I have 2 people attacking me. I change to a faster stance, this allows me to hit faster, move faster and my area attack hits take LESS HAM usage but my stronger single hit attacks use MORE. Also, the damage I deal is reduced but I counterattack more (swordsmen have counterattack mods) and I take more damage and am at a higher risk to get KDd. Now I have one big badass in front of me. I switch to heavy attack stance. This allows me to remain steadier so I will not be forced around as easily. I also deal more damage but hit slower and have less accuracy. my single hit moves use less HAM but my area attack moves use more. This situation can also be applied to pikeman.

As for the ranged professions: Rifleman already has conceal. I think this ability should not only work on NPCs but also on PLAYERS who are hostile against them (dual, GCW, guild wars thing, whatever) Also, the kneeling, standing and prone are your stances. I think that while prone you should get more than a acc bonus but a fireing rate bonus. the lower you go, the better. While standing you get better mods for whatever your profession or template allows (counterattack/dodge/block) and keep the range restrictions while prone.

I don;t know too much about ranged people so I'm shooting blind here (forgive the pun) so if you like the idea of attack stances and would like to add additions to the ranged people I would greatly appreceate it. Also, I don't think attack stances should be given to those who CAN dual wield for they already have that diversity (except the ranged people, they should all be allowed to dual so long as the gun is small enough but the stance modifiers would not be as pronounced) dual VKs and short swords would be a really cool idea. Maybe give a singe additional stance like "heavy" for those who keep one weapon but use the dual as the "light" stance that way thing are evened out.

The way you gain stances is like how you gain skills, you go up the trees. I think that the two trees who do not have damage mitigation but does not need combat XP but requires weapons XP should give the stances, that way you can have the option to get one or the other or both. Master should give dual people the ability to GO dual but give the non duals faster "style switch" mod.

Any takers?

Any flamer?

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X DarkZeuS X

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03-05-2005 11:51 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Tomatec
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Reply 51 of 79

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holsters for pistols and swords etc is a plus.
 
dual weild on the otherhand seems vastly complicated.
 
Tomatec
03-06-2005 03:54 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Natures-Ranger
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Well, this is simply one of the best ideas for some more spice in SWG


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03-20-2005 03:03 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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EldritchArms
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Reply 53 of 79

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It cant be said enough, holstering is a much needed immersion tool.  Every combat correspondent should have it added to their top 5.

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03-20-2005 05:12 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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MolCaldon
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devs, do it!! please?

Click here to support Glzmo's great Visions to save SWG!
He's got some good visions actually.


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03-22-2005 04:40 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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RyanMB
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more great ideas

03-23-2005 08:59 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Ochew
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I liket his idea!

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03-28-2005 09:12 PM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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pjzedalis
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heck, just use a duel wielding system similiar to KOTOR
 
That had a good system of penalties and such for duel wielding weapons
 
Who wouldnt want to run around with 2 weapons??? thats just pimp man
 
 
04-01-2005 07:24 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Ashleysolo
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this idea is AWSOME and i support this guy 100%. Listen to him devs before its too late.

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04-15-2005 05:51 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Orew
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Reply 59 of 79

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i am totally against this dual wielding idea... toons wood look like fools with one pistol in each hand, the devs said they can't/won't to do it... so get over it.
 

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Date Registered 05-03-2005 02:11 PM
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04-15-2005 09:49 AM  

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Re: A Vision of holstered weapons, dual wielding and more (Updated 01/27/2005)
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Kichigai_Daidoji
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Reply 60 of 79

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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.
 
as for dual wielding, i havent been playing this game for very long (one week) but was wondering WTH? when it came to Vibro Knuckles. mainly its stupid to only have one when i have 2 sets of knuckles. i mean with a sword or pistol yes there are things you have to learn to use a weapon in each hand, but boxing?

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06-17-2005 11:58 AM  

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