Difference between revisions of "Talk:Wish List/Character Stats"

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* Just a thing with the flail/maces: These weapons are made for hitting VERY hard and smashing armour to bits. They're slow and difficult to control, but deliver very lethal wounds. If you're still alive after being hit with a flail and wearing plate mail or chainmail, you have shards of your armour deep in the wounds. Thus I don't see how they should 'do less damage than a Long Sword, but be able to strike much faster'. A great idea though :) [[User:Enstance Family|Enstance Family]]
 
* Just a thing with the flail/maces: These weapons are made for hitting VERY hard and smashing armour to bits. They're slow and difficult to control, but deliver very lethal wounds. If you're still alive after being hit with a flail and wearing plate mail or chainmail, you have shards of your armour deep in the wounds. Thus I don't see how they should 'do less damage than a Long Sword, but be able to strike much faster'. A great idea though :) [[User:Enstance Family|Enstance Family]]
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*Well, actually, that depends. I happen to participate in middle mock-up combat activity, so I've got some measure of experience in weapons. Maces and flails were designed in the age of chain mail, and the idea was to hit the mail so hard that it didnt matter there was no cutting involved. BUT, a skilled macewielder(mace is actually one of my better weapons) can deliver blows at least as fast and much harder than, say, a longsword. The reason is that maces are short and heavy. Their small length means they are very manueverable, and their weight concentrated near the business end means you can get some SERIOUS momentum. Now, WARHAMMERS on the other hand are slow and heavy. [[User:Vellos|Vellos]] 30 December 2005 15:31 (CET)

Revision as of 16:31, 30 December 2005

Allthough it is a great idea to make this improvements, there is a bit of danger within. These extra distinctions would made a too big differences between armies and it would be nearly impossible to coordinate such different tipes of TLs with so different characteristics. I think the complexity would rise too much...Shoenaemaeh 29 December 2005 21:53 (CET)

  • See, I disagree. You pick your weapon to match what you want your unit to be doing. I plan on using mostly archers? Buy a bow or javelin! Also, one person using a different weapon type wouldnt change battles drastically. Vellos 29 December 2005 22:02 (CET)
  • No, one person would not, but if the whole realm has different kinds of weapons it's going to be really difficult for the general to manage it, wouldn't it? Shoenaemaeh 29 December 2005 22:55 (CET)
  • Not really. See, lets say everyone has a different weapon. Lets say each weapon will result in a 15CS difference. Thats a substantial amount. But, really, it wont affect general's planning much. If one man uses a mace and another sword, I doubt if a general or marshall will really bother taking that into account. Now, there might be special task forces where those things are accounted for, but I think, on the whole, weapons would not really be incorporated into planning very much.Vellos 29 December 2005 23:10 (CET)
  • Well i wasn't really thinking about the CS amount, but on the combat positions... I mean the question is? Would different tipes of weapons distinguish whole units? I mean: if an infantry gets lances.... would it become some kind of "archery unit" or something like these which would work better under different Combat Settings? Because that's the real coordination problem for a general... Otherwise the idea is really great without having a drastical dis-/advantage in battles, but giving an excellent RP... Shoenaemaeh 30 December 2005 00:01 (CET)
  • They're CHARACTER weapons, not unit weapons.Vellos 30 December 2005 00:10 (CET)
  • Well, then i did understand it wrong, sorry... I also find the idea a really good one. I like to RP very much, and this gives much to play around. Definitely i like the idea.Shoenaemaeh 30 December 2005 09:44 (CET)
  • I like the idea, and don't think it should make any difference in unit strength. Really, a weapon kills another person just as well as most other weapons. It should effect things more like duels and tournaments instead of warfare itself. And of course RP. Though RP could be improved just with that Character Description (I foresee a lot of nobles describing their weaponry in that place once its completeed!) Olik 30 December 2005 03:44 (CET)
  • Just a thing with the flail/maces: These weapons are made for hitting VERY hard and smashing armour to bits. They're slow and difficult to control, but deliver very lethal wounds. If you're still alive after being hit with a flail and wearing plate mail or chainmail, you have shards of your armour deep in the wounds. Thus I don't see how they should 'do less damage than a Long Sword, but be able to strike much faster'. A great idea though :) Enstance Family
  • Well, actually, that depends. I happen to participate in middle mock-up combat activity, so I've got some measure of experience in weapons. Maces and flails were designed in the age of chain mail, and the idea was to hit the mail so hard that it didnt matter there was no cutting involved. BUT, a skilled macewielder(mace is actually one of my better weapons) can deliver blows at least as fast and much harder than, say, a longsword. The reason is that maces are short and heavy. Their small length means they are very manueverable, and their weight concentrated near the business end means you can get some SERIOUS momentum. Now, WARHAMMERS on the other hand are slow and heavy. Vellos 30 December 2005 15:31 (CET)