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MW(Medieval weapons)?
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Author:  Glosmostinex [ Fri Feb 13, 2009 8:20 pm ]
Post subject:  MW(Medieval weapons)?

basically sort of lots of medieval weapons, and some magic things. I've already modeled some swords that I'll show latter(3 daggers, 3 Longswords, 3 Shortswords, 3 Hugeswords).

basically the Melee weapons would be based by JW weapons, while the Bows and magic could use some BW coding.

we could use retextured BW hands or the hands that Captain Xavious used before the BW hands were released(X, I think your hands would fit better than BW here ;) )

it could use a tweaked UT2004 RPG, so that you can choose the class of your guy, and each team would represent good and evil.
Paladin/Blackguard for a Melee class with some magical abilities(basic ones)
Warrior/Berserk for a melee class.
Scout/Assassin for a stealth class(FTW!)
Ranger/??? for a guy that uses ranged attacks.
Druid/Necromancer for summoning creatures(druid) and raising the dead(Necromancer).
Wizard/Sorcerer for a guy that uses light magic/dark magic.

there would be shields, Swords, axes, Hammers, Halberds, Pikes, and bows( i can model that ;) ). perhaps the mages can use staffs, but they can use the hands. this can make some interesting animations for the hands too.

The RPG system would allow some interesting things, like abilities, and some skills. I can throw lots of ideas on those :)
(perhaps putting fire in your sword/ a venom scythe... those can be Badass!)

the player models wont glow in the dark, thus giving the assassin some places to hide. some maps would be cool.

Assault maps would be fun with this! Invasion too!

so what you think about it?

Author:  Glosmostinex [ Fri Feb 13, 2009 8:53 pm ]
Post subject:  Re: MW(Medieval weapons)?

Here are the swords!

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This one is modeled after my real sword:
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Author:  Captain Xavious [ Fri Feb 13, 2009 10:19 pm ]
Post subject:  Re: MW(Medieval weapons)?

Very doable! I would not go with JW for the melee weapons, though I do like your thinking. JW will limit you quite significantly in what you could do, while BW gives you a lot more freedom.

But, if you find that one ASE exporter for Blender, you could actually make JW weapons yourself quite easily.

But I got a better idea.

We can do some fancy coding that is pretty much thought out in my head already that gives players access to more Fire Modes and passive abilities for the weapons by doing certain things. This could be any combination of kills, damage, head shots, whatever. As long as its relitively low in complexity, we can have it keep track of the various different things and give players access to more powers and natural augments based off what they have done.

I say a reskin for the BW arms is called for, as my hand meshes really aren't too good, and it'd just be easier this way.

Evil version of ranger could be called Hunter, Stalker, or maybe Skulk. Dunno. I could find some more names if you like.

Wizard and Sorceror should be the guys flinging fireballs and magic missles. Clerics and, I dunno, Inquisitors or maybe Cultists, should weild the light and dark magic.

I do like this idea though. Keep up the work on the melee weapons!

This actually reminds me of my idea to make a series of weapons based off the elements Fire, Water, Earth, and Air. There was the staves, then various weapons of each.

Author:  Glosmostinex [ Fri Feb 13, 2009 10:52 pm ]
Post subject:  Re: MW(Medieval weapons)?

yeah, perhaps clerics could also heal their friends.
so the magicians are more destruction oriented.
Stalker sounds good! :)
the bad clerics could be called Zealots or Cultists...
I think that melee weapons could use primary as the usual fast attack, while second charges(it will use a charge bar) the weapon for a more powerful attack. so you can't spam secondary to get more damage.
special is the block.
I think that magic should use a recharging ammo(Mana) so that mages won't be spaming uber fireballs all time.
the good assassin needs another name, i think. but then, It's difficult to think in an good assassin :P

Author:  Captain Xavious [ Fri Feb 13, 2009 11:24 pm ]
Post subject:  Re: MW(Medieval weapons)?

The classic Rogue is a good alternative name for the good Assassin. They're pretty much assassins in D&D anyways.

Typically, Clerics don't mind getting their hands dirty when it comes to melee combat. Often they are capable warriors and spellcasters. Their spells focus more on healing, like you said, and boosting allies' stats and stuff. Can be seen wearing armour and swinging around a hammer or mace in D&D.

Paladins are like a more melee oriented class while Clerics are more magic oriented.

Charge bar for melee alt fire sounds good, as does recharging ammo for spell casters.

Perhaps magic users could get a charge bar for their spells too? At the expense of more mana, they can cast more powerful spells. Perhaps as players get more experienced, their primary fire attack goes faster, while their alt fire can charge more?

Just throwing some ideas out there.

Also, would say a Paladin get some choice in what weapon he can use (like a faster, a slower, or a balanced weapon/magic), or is each class set to one particular weapon/set of spells?

Author:  zer0 [ Sat Feb 14, 2009 1:38 am ]
Post subject:  Re: MW(Medieval weapons)?

I think we should make some special playermodels for this, also with some new animations because the current animations used for BW weapons are... crap. Also if it's possible it should be made like there are different arms for different classes, where a ranger might have leather protection on the arms, or no protection at all and the basic fighter class has the full on plate or chainmail with heavy gauntlets or something...

also, there should be the guy from assassins creed in here somewhere, he is awesome!

Author:  Glosmostinex [ Sat Feb 14, 2009 10:59 am ]
Post subject:  Re: MW(Medieval weapons)?

hmmm, I dunno about how you get weapons... perhaps each class can choose between weapons. Clerics can choose between hammers, maces, the Paladins/warriors could use any melee weapon, except daggers, assassins could use a dagger, and the wizards use magic, no need for weapons.

Good clerics: Heal(heals people), Bless(makes your friend powerful), Resurrection(powerful clerics can do that), and others helping magics

Evil clerics:They curse people, and perhaps can resurrect his friends.

Necromancer: 1.summon zombie(raises a zombie, slow, no weapons) 2. raise skeleton(raises a Skeleton with a weak weapon, he's somewhat fast) 3.raise Vampire(fast, powerful weapon, drains HP) 4.raise Lich(magical skeleton, do some destructive spells) 5.reaper(Reaper with a scythe. the most powerful undead).
there is a limit for each undead, so there won't be 30 reapers killing your team.

yeah, a chargebar for spells is good too. powerful spells require some time to use.

perhaps the Rogue could use an outfit like the one in Assassins Creed, though it wouldn't be stealthy :P
*hide in the lights, rogue!!!*

Author:  ChaosMarine [ Thu Sep 10, 2009 8:23 pm ]
Post subject:  Re: MW(Medieval weapons)?

I'm not sure i this is a good idea (i got it from Xavious). Magic weapons for the fighters, mages(enchanters?) who can enchant weapons to reflect a type of magic like fire, water, earth, air and maybe other types of magic?

Author:  Sergeant Kelly [ Thu Sep 10, 2009 8:58 pm ]
Post subject:  Re: MW(Medieval weapons)?

ChaosMarine, check the date before you post. I'll let these slide for now due to forum inactivity, but this was a whopping 7 month bump.

Author:  ChaosMarine [ Fri Sep 11, 2009 7:05 pm ]
Post subject:  Re: MW(Medieval weapons)?

Sorry, won't happen again....

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