Page 1 of 1

Game mechanic change for 2.1.19

Posted: Mon Feb 09, 2015 4:18 am
by Frenchie
I first wanted this to be a reply in the change list of the 2.1.19 topic, but decided it didn't really belong there as it's more for bugs. The below suggestions might need new smarter components.

- if a firearm or bow run out of ammo or is jammed should the weapon change from ranged to melee? It would require a weapon type modifier after a loaded check
- if ammo equiped and no weapon in other hand (stolen or destroyed by mob), should the ammo become a throw weapon, throwing single bullets or arrows at a time with a shorter range?
- with dual wield and shurikens in both hands thrown does that count as a 1.5 or 2x (double) attack?
- there no difference in damage for blunt (mace), cut (sword) and hack (axe) weapons against mob types, but blunt should work better on skeletons, while cut should work better on flesh mobs, etc. I would like this added for a true D&D feel.
- More stackable items like food, keys (key ring), spell scrolls, recipes, skulls etc. to save backpack space
- Add book containers: spells into spell books, recipes into alchemist books.
- Since enchanted arrows were taken out of the game, can enchanting weapons come back? Enchant a weapon to give it 5 charges of poison, shock, ice or fire

For LoG3:
- Spell & recipe containers act as real books
- Durability for weapons and armor lowers with damage, but can be repaired by leather (dropped by animals), wood (cut from trees) and metal (hammer & anvil)

Re: Game mechanic change for 2.1.19

Posted: Mon Feb 09, 2015 10:20 am
by Drakkan
- if a firearm or bow run out of ammo or is jammed should the weapon change from ranged to melee? It would require a weapon type modifier after a loaded check
Thats why you have quick switch between two different sets just below each champion icon.
- if ammo equiped and no weapon in other hand (stolen or destroyed by mob), should the ammo become a throw weapon, throwing single bullets or arrows at a time with a shorter range?
throwing bullets and arrows on monster ? like seriously ? :D
- with dual wield and shurikens in both hands thrown does that count as a 1.5 or 2x (double) attack?
I think throwing weapons are quite powered (even more preferred than missile weapons by many players), so i do not think it need double attack
there no difference in damage for blunt (mace), cut (sword) and hack (axe) weapons against mob types, but blunt should work better on skeletons, while cut should work better on flesh mobs, etc. I would like this added for a true D&D feel.
this is nice idea, we already have this mechanic for spell and different resistances, so adding some new ones could be nice and maybe not so difficult.

As for the rest of your ideas, this could be done in any custom mode, I do not see reason why to implement it in main campaign. Also I do not see way how to make different keys to be stackable... but again - you can make some kind of container box for it in custom mode.

Re: Game mechanic change for 2.1.19

Posted: Mon Feb 09, 2015 1:06 pm
by Frenchie
- if a firearm or bow run out of ammo or is jammed should the weapon change from ranged to melee? It would require a weapon type modifier after a loaded check
Thats why you have quick switch between two different sets just below each champion icon.
Quick switch can be used to switch between ranged and melee combat, but what I'm suggesting is an automatic weapon type change. This way your current weapon set doesn't become completely useless. For example as soon as you pick up some ammo your primary weapon type is restored.
- if ammo equiped and no weapon in other hand (stolen or destroyed by mob), should the ammo become a throw weapon, throwing single bullets or arrows at a time with a shorter range?
throwing bullets and arrows on monster ? like seriously ?
Like above it's meant not to make your current set completely useless. If you have a second set quickly switch to that, but if you don't you're out of combat. Small ammo won't cause much damage, but it is better than opening your inventory and try to find a quick spare weapon. By the time you have equiped it, you've already taken a lot of damage. Small ammo thrown could mean survival if you don't have a second set to switch to.

Examples:
- rocks can be thrown or used as ammo in a slingslot, so why not arrows or cannonballs
- a rifle with bayonet used for melee in close combat
- a hand cannon without cannonballs becomes a rough mace

Re: Game mechanic change for 2.1.19

Posted: Sun Feb 22, 2015 9:44 pm
by Zo Kath Ra
Frenchie wrote:- if a firearm or bow run out of ammo or is jammed should the weapon change from ranged to melee? It would require a weapon type modifier after a loaded check
You could script this by having two weapons with the same graphics and the same name.
One of the weapons would be a melee weapon and one a ranged weapon.
If you equip/unequip a stack of ammo in the other hand, the script transforms the weapon from the melee version into the ranged version and vice versa. Not an elegant solution, but it would work.
Frenchie wrote:- if ammo equiped and no weapon in other hand (stolen or destroyed by mob), should the ammo become a throw weapon, throwing single bullets or arrows at a time with a shorter range?
You mean like "Hot Shots 2"? :P

Re: Game mechanic change for 2.1.19

Posted: Sun Feb 22, 2015 11:07 pm
by Eburt
Its possible to do it with a single item. I was toying around with something similar - this uses a secondary action to switch between melee and ranged combat:
SpoilerShow

Code: Select all

defineObject{
	name = "musket",
	baseObject = "base_item",
	components = {
		{
			class = "Model",
			model = "assets/models/items/arquebus.fbx",
		},
		{
			class = "Item",
			uiName = "Musket",
			description = "This musket has a bayonet which can be affixed to the barrel and used to stab enemies.",
			gfxIndex = 331,
			secondaryAction = "fix bayonet",
			impactSound = "impact_blunt",
			weight = 3.5,
			traits = { "firearm" },
			
			onEquipItem = function(self, champion, hand) --set default action to "shoot" when first equipped
				local initialAction = self:getPrimaryAction()
				if initialAction then
					return false
				else
					self:setPrimaryAction("shoot")
				end
			end,
		},
		{
			class = "FirearmAttack",
			name = "shoot",
			attackPower = 35,
			cooldown = 6,
			attackSound = "gun_shot_large",
			ammo = "pellet",
			backfireChance = 10,
			requirements = { "firearms", 3 },
		},
		{
			class = "MeleeAttack",
			name = "stab",
			attackPower = 20,
			cooldown = 4,
			swipe = "thrust",
			requirements = { "light_weapons", 1 },
		},
		{
			class = "CastSpell",
			name = "fix bayonet",
			uiName = "Fix Bayonet",
			spell = "nil_spell", --dummy spell to make this action not actually do anything
			buildup = 2,
			cooldown = 1, --this is the actual cooldown, since the chain action will return false (CD will be bypassed)
			energyCost = 10,
			chainAction = "fix bayonet2", --performs real effect, this is a dummy effect to put the hands on CD
			chainActionDelay = 0,
		},
		{
			class = "MeleeAttack",
			name = "fix bayonet2",
			attackPower = 0,
			
			onAttack = function(self, champion, hand)
				self.go.item:setPrimaryAction("stab")
				self.go.item:setSecondaryAction("remove bayonet")
				self.go.item:setTraits({"light_weapon"})
				return false --end without performing a real attack
			end,
		},
		{
			class = "CastSpell",
			name = "remove bayonet",
			uiName = "Remove Bayonet",
			spell = "nil_spell", --dummy spell to make this action not actually do anything
			buildup = 1,
			cooldown = 1, --this is the actual cooldown, since the chain action will return false (CD will be bypassed)
			energyCost = 10,
			chainAction = "remove bayonet2", --performs real effect, this is a dummy effect to put the hands on CD
			chainActionDelay = 0,
		},
		{
			class = "MeleeAttack",
			name = "remove bayonet2",
			attackPower = 0,
			
			onAttack = function(self, champion, hand)
				self.go.item:setPrimaryAction("shoot")
				self.go.item:setSecondaryAction("fix bayonet")
				self.go.item:setTraits({"firearm"})
				return false --end without performing a real attack
			end,
		},
	},
}

defineSpell{
	name = "nil_spell",
	uiName = "",
	gesture = 0,
	manaCost = 0,
	onCast = function()	end, --dummy spell, no effect
	icon = 33,
	spellIcon = 0,
	description = "",
	hidden = true,
}
Of course, you could also modify it to check onAttack and set an appropriate chain action, depending on what is in the champion's hands.

Re: Game mechanic change for 2.1.19

Posted: Sun Feb 22, 2015 11:52 pm
by Dr.Disaster
Frenchie wrote:- if a firearm or bow run out of ammo or is jammed should the weapon change from ranged to melee? It would require a weapon type modifier after a loaded check
Ranged weapons are made for use with ammo. You can try to use them as an improvised club of some sort but when you're going this far you should also think about breaking them due to improper use. I'd rather keep a melee weapon with no requirements like the machete in 2nd weapon slot as backup. Works way better.
Frenchie wrote:- if ammo equiped and no weapon in other hand (stolen or destroyed by mob), should the ammo become a throw weapon, throwing single bullets or arrows at a time with a shorter range?
If you ever tried to throw something that's not ment for throwing like a cartridge or an arrow you would not ask for this.
Frenchie wrote:- with dual wield and shurikens in both hands thrown does that count as a 1.5 or 2x (double) attack?
The Throwing Weapons skill already allows double throw.
Frenchie wrote:- there no difference in damage for blunt (mace), cut (sword) and hack (axe) weapons against mob types, but blunt should work better on skeletons, while cut should work better on flesh mobs, etc. I would like this added for a true D&D feel.
It would make sense if AH had kept the weapon skills of LoG 1 but they actually simplified it so i doubt this will happen.
Frenchie wrote:- More stackable items like food, keys (key ring), spell scrolls, recipes, skulls etc. to save backpack space
- Add book containers: spells into spell books, recipes into alchemist books.
I can imagine for more stacking and/or more specific containers to be added like a notebook or a key ring.

Note that LoG 2 already has a kind of spell book: all successfully cast and thus learned spells get listed under "Traits".
Frenchie wrote:- Since enchanted arrows were taken out of the game, can enchanting weapons come back? Enchant a weapon to give it 5 charges of poison, shock, ice or fire
While I personally liked them in LoG 1 the enchant arrow spells got removed from LoG 2 on purpose. Unlikely to see them return.