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Melee & Unarmed PACK: continue project with us!


Iwangor

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It would be alot of work, but you can add a new weapon class for blades. If you do that you can make a new perk condition for blades, and make a new blade skill to further separate it from melee. But I'd take Moraelin's advice on that and make it the last thing you do when everything else is finished and released.
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oki my basically idea is to make perks for crush weapons and slash weapons... and maybe an apart structure for polearms...

 

I explain why... This is all a question of playability.... if all weapons are simply melee... I can do ever shikebab+pyromaniac (100 melee+pyromaniac and 60 damage... finish... stop... no sense use swords... hammers... other things...)

 

then if alla weapons are only melee weapons a lot of weapons are the same as damage... no difference of playability but only a difference of skin-texture... so the reason of difference is this...

 

atm I added your melee weapons as slash weapons (blades) [an exception for zhanmadao and shamshir that are polearms for me]

 

However in the first version I want to add weapons in this way... but I'm here for any suggestions... we need however a way to use alla the weapons in a way.... if all weapons are simply melee... a player that want max damage make simply shikebab+pyromaniac... and make a sword or melee weapon that have damage more of 60 is too much! the right way is to make perks that upgrade qualities of some types of weapons... (for example swords...)

 

my idea is this however:

crush weapons

slash weapons

2 handed weapons

and maybe some particular weapons that need training to use (like use of power armor)

however if you have a better idea to make differences between melee weapons that valorize at same way an hammer... or a sword... or shikebab (no only shikebab + pyromaniac) is better...

 

then another problem in shikebab+pyromaniac that are simply a skill 100 and 1 perk... the rest of perks is good for a ranged player that use small guns or energy weapons... you have a lot of perks and skill points to make that! I hate a player that do all... I prefer a real character that do GOOD one or two things...

My previous player was a good melee player (max damage with shikebab) quite good in big guns, excellent in energy weapons (all perks connected) with alien blaster... so no funny at the final part of the game! sneak, attack,kill, recharge action points with perk, attack... bah... no difficult :\

 

I hope that this reason is quite good to explain the reason to separate the various type of melee weapons...

Then A man real can have ability to all melee weapons... but is also real that if use all swords is excellent with swords... or if use all hammers is excellent with hammers...

 

Maybe we can add another generic melee perk like son of grognak (to have a template for a generic melee character)

then... a sort of +5 melee damage for crush weapons... (like iron fist, so we have a different way to have a melee weapon... with swords... more critic change... with crush more base damage... but no critic add) and to polearms I don't know... maybe we can divide polearms or two handed weapons in slash and crush.... and for example zhanmada and pudao are slash weapons I think... a super high-tech hammer is crush weapons...

 

These are all ideas... however if you have a different way to connected melee weapons I'm here to fix and I'm really interesting to see an alternative way. Unfortunately, for the reason explain... I don't think is a good idea make all generic perks... because are all perks that add bonus on combo shikebab+pyromaniac... and in this way we have 0 variety of melee weapons... If I have a shikebab that make 60 or better damage I don't want use katana, or zhanmada or ninjato or kilij... don't you think? :\

 

The reaspon, unfortunately, is this...

 

I'm here to a good solution, explain an alternative way if you want :)

 

However thanks always for collaboration and ideas... I'm here if someone have a better idea of mine.

 

The shikebab problem is important to resolve I think...

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Well, wouldn't be easier to just discriminate against the Shishkebab then?

 

Also, as written in the readme, the Zhanmadao was used more like a two-hander sword, sorta. It's simply the chinese idea of a two-handed Dadao. A 2 ft (or so) handle hardly makes it a polearm.

 

And if you look at the European two-handed swords, they reached the same conclusion, basically. The swords were built with a long ricasso (unsharpened blade segment) and _another_ guard in front of that ricasso, so you could grab the sword by the blade. In effect, the first 1-2 ft of the blade was still part of handle, or used as such. If you place a Zhanmadao handle next to it, basically it goes roughly to that second handguard too. The main difference is that the European sword still pretends to have sword proportions by pretending that a third of the handle is actually blade, while the Chinese made no such pretenses and made it all handle.

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Oki no problem to change the 2 weapons into 2 slash weapons

 

however shikebab is a real problem... is however the stronger melee weapon in the game without my perks... and if someone have to choose at the end choose shikebab :\ so we need perks that don't upgrade shikebab

the mod idea is a sort of add-on and I don't want to change anything about fallout 3 structure... if shikebab is strong we have to add something that is the same but in a different way.

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then we have to say the easy way to obtain shikebab... arefu quest... simple pieces to make the schematic shikebab... and that's all! I obtain shikebab at level 6 maybe if I'm lucky... or less maybe... then the arefu quest is easy too... only 2 mireluck to kill... that's all so make different perks no generic but perks that give bonuses to melee weapons (as slash or crush) maybe is the easier and better way to resolve all... however if you have an alternative way to resolve I'm here :)

tell me the general idea, example of perks... requitements... bonuses... effects... level ecc...

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