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Post by gravismetallum on Dec 10, 2011 19:03:07 GMT -5
With the new patch I walked the length and breadth of NBZ searching every shop that had a weapon selling icon.
I found the Thug Sledge, Cut hammer, Moody hammer.
My Cybersword could not equip any of them, all I got was a wrong item type message, imagine my sadness!,and the sadness of all those people waiting for me to use these babies on them.
EDIT* on a side note the hireling cybersword equips them just fine.
Samsung intercept
Male Cybersword
Hard
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Post by fallen on Dec 11, 2011 11:31:01 GMT -5
gravismetallum - this is on purpose (which you may or may not like). Melee combatants will use a certain set of weapons, but will refuse to use other types. For example, you will notice that the runner cybersword still refuses to equip the shock gauntlet or any of the gloves. Your Cyber Knight character is a hand-to-hand specialist and fights in close melee. He does not want to pick up a unwieldy club and use it. Does that help? I think this is as expected by the TBs.
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Post by grävling on Dec 11, 2011 12:20:27 GMT -5
I want to hire a runner that can stun enemies and knock them over with mental, not physical damage. So far I haven't found one that can use any of the cyan gloves, and, though I have been looking, I haven't found any new mental damaging weapons. Are there any? And can I hire somebody who will use them?
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Post by Cory Trese on Dec 11, 2011 13:12:36 GMT -5
next release will include the stun hammers, weapon type 10.
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Post by gravismetallum on Dec 11, 2011 15:14:46 GMT -5
It seems odd that my close combat specialist doesn't have the skill to use a club.
Its not that I'm upset,the clubs are not that great yet. You have to admit though its a bit weird that the only close combat character you are allowed to pick in your world cannot use the most primitive weapon ever invented.
Also odd because its the only weapon characters can't use.
Your world though...its not a deal breaker or anything....but you are definatly going to need to explain to players that they are buying a hireling use only weapon,since they will be spending their hard earned yen on it.
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Post by Cory Trese on Dec 11, 2011 15:56:19 GMT -5
It really is not that odd. As a student of RPG games certainly this pattern is one you recognize.
CK does not currently provide a user-friendly enough display or indicator for equipment compatibly.
I have very little doubt given the correct interface that the vast majority of interested players will accept / understand the weapon to character mapping.
Perhaps the most elegant solution will simply be to change the name of the skills for the characters to match the appropriate weapon.
Brawling would aliased for each character to reflect the compatible weapon type.
Melee [Clubs] Melee [Gloves] Melee [Blades]
Another solution would be to augment all weapons with an inlined indicator of which characters, specifically, would equip the weapon.
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Post by gravismetallum on Dec 11, 2011 18:41:16 GMT -5
Can't argue that a limited weapon choice is a pattern in rpg games, its usually a choice defined by the character type you pick, such as gun guy or melee guy or guy stuck with crappy weapons because he's trained in something less aggresive.
Then will there be limits for the other CK characters as well? Will the gunslinger be defined by being limited to pistol and smg type weapons and the sniper be limited by rifle type weapons? Perhaps other weapons will be released later that are affected by our class choice?
Currently every CK can use every gun that's out there,but not every melee weapon. As far is I know anyway.
I was under the impression that the cybersword was the pinnacle of close range fighting not just a boxer,though I admit its pretty badass that he's a boxer who is also trained in every projectile weapon available. Just not what I envisioned as the badass close range fighter.
As far as who can equip what, a simple list at the end of the weapon description will work for people. Equipable by- GS,CS,FM,AX,Hr,Sn.HoCS. I'm sure you can figure the abreviations out,though the last one is Hireling only Cybersword.
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Post by Cory Trese on Dec 11, 2011 23:08:13 GMT -5
Using the current enabled characters and hirelings as the scope of the game might lead to some confusion.
The "Daniel" and "Cheyenne" Cyber Knights use the weapon slots for the images you see in the game. They do not have artwork for weapon type 7 (clubs) or type 8 (mauls.) Currently only the "Ganger Cybersword" can equip them. In a future release I will probably enable the "Ganger Gunslinger" the ability to equip them, but not the "Street Gunslinger." The Street character (bearded gunslinger) might be given the ability to wield glove weapons or a future weapon type like blades.
Each character will be able to use between 1 and 4 weapon slots and the (currently) 10 weapon types will be mapped to those available weapon slots. A weapon slot is defined by class special abilities (primary, secondary, tertiary) and the artwork to use.
In a few weeks the available runners will be more diverse and will include several of each class. There will probably be models of a Sniper who will equip pistols as well as one that can equip a melee weapon.
Additional Special Weapon types are already being tested. These will be really locked to a single type of character because of the custom requirements and in-game training -- a good example is a Riot Shield which will be weapon type 14 and only usable by one type of recruit.
I fully expect to see mauls and clubs available to a wider variety of recruits than just the two gangers, however, the ganger cybersword does have a custom club as his default weapon just like the two gunslingers have different default pistol weapons.
That probably doesn't clear it up but in closing I can say this:
"When there are 20 kinds of Recruits and I have finished the 47 items on the Runners/Allies UX update to-do it will work a lot better than it does today."
[/li][li] a Fourth weapon slot will be added soon. For the current main characters that slot will be used to give a unique Sniper rifle slot.
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Post by Cory Trese on Dec 11, 2011 23:09:25 GMT -5
Right now every character class has the skill type 1 and 2 mapped for primary and secondary weapon abilities.
Those two abilities are the most very basic ones and are called "Aim" and "Position" and I think they both cost the minimum 1 AP.
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Post by gravismetallum on Dec 11, 2011 23:54:35 GMT -5
I'm satisfied with that.
Just know that when you put a shiny new toy in front of me, I'm going to want to play with it. ;D
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