darius2002 Posted July 19, 2006 Share Posted July 19, 2006 Well I was just thinking about retiring my stealthy super fast archer, and starting a new game and trying out a knight style char, heavy armor, melee weapons, nice big sword, and I got to thinking, it sucks that a big fat knight and my archer/asassin char would swing weapons at the exact same speed. I never thought about it before, but now that I do... I think it's stupid. How fast you swing your weapon should be based on a character stat or skill. If not make a new stat/skill to do this, why not have it dependent on agi/speed with a multiplyer of some sort so that you swing faster as the attribute levels up. Right now on my asasin char (with 147 agi, and 120 speed from enchants) uses a short sword as a blade weapon. Now dagger would be more appropriote sure, but really it doesn't make a huge difference for your char. If a knight char uses a one handed sword, and has 90 in blade skills, he is no better than an assasin with 90 in blade skills (with the exception of strength dmg multiplyer). So i still use short swords, and long swords with my asasin if I run out of arrows. Daggers are just too weak and function no differently than if it was in a knights hands. But if it was dependent on agi, then mabey a theif/asassin type char would be weak, but fast has hell with a dagger, and deadly. And would provide a wider range of character styles you could play ya know. Giving you more control as you level up, do you wanna hit many times and do less dmg, or swing slower but hit like an irishman after you've pulled out his chest hair. Of course there are far more possibilities with a mod like this than what I mention here, but I just think weapon swing speed shouldn't be based on the weapon, it should be based on the player and how he levels. What do you guys think? And is there anyone out there that would like to give this a shot? I'm trying to learn scripting and such, but I'm not very good yet. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 19, 2006 Share Posted July 19, 2006 The only possible way of doing this would be to create several hundred copies of every weapon with different attack speeds. Then a script which replaces whatever weapon you're using with the instance determined by your attributes. The script would not only have to work on every standard weapon, but every copy of said weapon. This means a long friggin script. Since some weapons already have scripts, you'd have to attach that script to those weapons. There are also a few places where certain weapons are checked as conditions for scripts, yeah, you'd have to change all those too. When all is said and done, you'll still have to deal with the weapon being removed and added to your inventory any time your attributes changed, or you changed weapons, adding an annoyance factor for anyone using said mod. You can't change the speed of the weapon any other way. Even if you script creativly, and limit it to 2-3 variations of the same weapon, you're still looking at a silly amount of work for something which would just annoy people due to the unequip/reequip. I understand what you're saying, and it makes sense, but it isn't practical to do. Link to comment Share on other sites More sharing options...
darius2002 Posted July 19, 2006 Author Share Posted July 19, 2006 Ahh i see. That really sucks. Bethasoft should have really made oblivion like that originally. Oh well :P Link to comment Share on other sites More sharing options...
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