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Guest Rabbit

Human Weapons

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Guest Rabbit

This is sort of a mock up list of weapons that will be used by human characters in game.

 

(Yellow weapons are royal weapons. Red weapons are Nod weapons)

 

Weapons

 

Bludgeoning

(Fists)

Club

Spiked Club

Mace

War Hammer

 

Swords

Knife

Short Sword

Longsword

Great Sword

 

Polearms

Spear

Fork

 

Ranged Weapons

 

Bows

Short Bow

Long Bow

Composite Bow

 

Crossbows

Lock Bow

Crossbow

 

Arrows

Stone Arrow

Metal Arrow

Tiberium Arrow

 

Firearms

Pistol

Carbine

Volley Gun

 

Thrown Weapons

Flame bottle (Molotov cocktail)

Green Tiberium Bottle (Poison effect)

Grenade

Blue Tiberium Grenade (Explosive effect)

 

(Possible pickup weapons)

Stick, Rock, Shovel, Pickaxe,

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Are you going to have a multi-member party system?

 

I have designed several role playing games and have done a huge amount of research into medieval weaponry. I can expand your arsenal tenfold with both hands tied behind my back so I have to type using a stick in my teeth.

 

If you had a party, you could make a melee specialist (perhaps the main character, because the main dude using swords is practically a rule in RPGs), a polearm (spears and maybe ranged javelins too) specialist, a ranger (sling/bow/crossbow) specialist, a firearm specialist, and more if you want. Or combine the bowman with the gunman if you want less.

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Guest Rabbit

Well, honestly, I prefer the idea of making it a single-person party. I'm interested in the idea of maybe finding party members to pick up and drop off in certain parts of the game, but I want to stick, for the most part, to one actor in the party.

 

However, on another note, because of the ability to pick people up, classes would be a good idea, and at the same time, I'd probably add in a mutant class as well, and make the mutant class the only class that could carry certain pickup items and weapons that are tiberium based. (For example, a normal person could carry a tiberium spear, but only a mutant could carry a tiberium spike)

 

On another note, Nmenth, if you feel like throwing things onto these lists or onto resource pages, just edit my posts, I don't mind you adding stuff, and I encourage it.

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On another note, Nmenth, if you feel like throwing things onto these lists or onto resource pages, just edit my posts, I don't mind you adding stuff, and I encourage it.

Alright, I don't really want to initiate a hostile takeover, but if that is your wish.

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I expanded the list to include some weapon variants for classes or perhaps for monster vulnerabilities (if that is possible) like visceroids would be strong to crushing weapons, while blue tiberium-based enemies might... explode... if you whack them with a maul. Currently I went with eight for each type except the ranged weapons other than firearms.

 

The Nock Gun wasn't invented until 1779 though, so that will push the earliest possible date forward a bit, but it was a cool 7-barreled flintlock smoothbore, and I thought it would be a shame to pass up on that.

 

I haven't touched thrown weapons yet or included any tiberium-based weapons, but I suppose virtually any weapon can be upgraded with tiberium, and perhaps Nod can do just that.

 

If you want more of each type, I can add them, but at that point we will be entering the gloomiest parts of history where no one will have any idea what the weapons are anymore without dropping by Wikipedia (actually, I know of some weapons even Wikipedia hasn't heard of), I know some of those up there are already a bit obscure too. Making each weapon have a tiberium version will double the current number and if you threw blue tiberium in too, you could triple it.

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Guest Rabbit

So if I'm correct, the list shows weapons in each class in order from weakest to strongest, respectively?

 

In any case, the current list of weapons up there (not including the possible small pickups) is 49 (including fists). I think if we round it off to 50, then we'd have a good set. The 50th weapon could be an unlockable or just some super expensive weapon, preferably Tiberium-based.

 

Other than that, I'm comfortable with the current list, I just have to see how to incorporate Tiberium into some of the weapons. Maybe some kind of Tiberium-infusion skill / pickup that is earned during the game.

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So if I'm correct, the list shows weapons in each class in order from weakest to strongest, respectively?

Yes.

 

The 50th weapon could be an unlockable or just some super expensive weapon, preferably Tiberium-based.

Hmm... Perhaps a Scrin weapon?

 

I just have to see how to incorporate Tiberium into some of the weapons. Maybe some kind of Tiberium-infusion skill / pickup that is earned during the game.

I think they should be carried by Nod forces. Enter a new city and drop by the blacksmith to get your new standard weapon, then go out and kick some Nod butt to acquire the tiberium versions.

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Guest Rabbit

Hmm... maybe a Scrin weapon... Either way, it has to be powerful, but not so much so that it ruins the game (like most super-powerful weapons in games)

 

The main issue here is figuring out how to make the weapon system work with upgrades. I'll probably just have to make duplicate versions of weapons in the coding that are just Tiberium based.

 

Also, what is a Martel? I need to know for description purposes.

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Also, what is a Martel? I need to know for description purposes.

Is that the only one you need a description for? If you are familiar with all the others, I'm rather surprised.

 

It's a hammer-sized war hammer (I think of "War Hammer" as something significantly bigger, although it is a vague term). Also called Martel de Fer, which is old French for hammer of iron. That tiny thing pictured on Wikipedia's war hammer article would probably be martel-ish.

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Guest Rabbit

Well a Martel was the only thing I couldn't find very easily. I'm typing up the descriptions in game right now for each weapon as I find it online.

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As for that ultimate weapon, here's an idea; perhaps if you beat the Nod incursion in every city you go to, you will be able to face Kane in the final city (but not as the final boss). If you can triumph over him, he will drop the Scrin weapon. Since Kane is limited by the human technology he has access to, it would not be possible for him to create something as powerful as seen in C&C3.

 

I'm not sure yet how to hybridize advanced alien technology with primitive weaponry of the late 1700s though...

 

I suppose you could just call it something enigmatic like "Strange Pistol" and allude to the advanced technology in its description with something like "It shoots unidentifiable glowing orbs that inflict heavy damage".

 

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Guest Rabbit

It could be some sort of a Tiberium neutralizing pistol. As in, it's specifically strong against Tiberium mutants and the like. That seems like something the Scrin would invest in that could be manipulated into a small weapon.

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If tiberium could be so easily neutralized, it would never become a global problem that threatens the future of humanity.

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Guest Rabbit

Well then maybe the opposite effect. It is so powerful that it essentially overpowers enemies with Tiberium poisoning, regardless of whether they are mutants are not.

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That doesn't seem to fit the tiberium lore either, since mutants are supposed to be healed by tiberium.

 

Perhaps Kane has invented blue tiberium core bullets with an impact fuse that causes them to detonate a fraction of a second after it hits the target (a slight delay so it explodes inside). The bullet shell itself could be steel so metallic shards are the main source of damage. Because the blue tiberium is only there to generate the explosion, it couldn't heal mutants, and shards of fragmented steel will harm non-mutants just as easily.

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Guest Rabbit

Well that makes sense.

 

Hell, another thing I have to figure out is how to make a mutant class heal in Tiberium... But I don't think I'll be able to pull that off for a while.

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I'm not really a fan of having Tiberium grenades back in the 1700s. Assuming you somewhat follow the tiberian storyline, possessing and/or harnessing the power of tiberium to an extent that you could make a weapon out of it, seems inconsistent with the time in which this game is set in.

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That's why I think tiberium-based weapons should come from Kane. Only he would have the knowledge to produce them.

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Guest Rabbit

My general idea was that they'd be used either by Kane, or they'd be crudely constructed by certain means, and still, the origins would be tied to Kane.

 

A tiberium grenade sounds a little far-fetched, but I think the general population could easily figure out how to attach a spike to a spear if they realize the simple fact that a spike is poisonous and potentially deadly.

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Tiberium grenades aren't that far-fetched, they had grenades, and they had tiberium. It doesn't take a 21st century scientist to put the two together...

 

Actually, I'm more concerned about bumping the date to late 1700s, by that time, swords and such were giving way for the firearms. I think ~1650 was the most ideal time period. Maybe the Nock Gun should be replaced with Volley Gun. Volley guns were generally the size of cannons, but there were hand held variants, and the Nock Gun is a type of volley gun anyway.

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Guest Rabbit

I think I'm going to change the weapons around significantly. While I want them to be expansive, I want them to also be a little more generic, and a little more faction-based.

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Nod would make specialist weapons, so they should have things like sneaky assassin type weapons (stiletto, dagger, kris) tainted with poisons and Tiberium. Tiberium is also a piercing type object, so Tiberium hammers wouldn't make sense, but Tiberium-tipped spears, saws, and projectiles would be effective.

 

Another possibility you might consider would be unique weapons which have a specific name and only one of each exists in the game, possibly also only available depending on your chosen path.

 

For instance, I see you kept the Volley Gun, but as I mentioned earlier, most of these were cannon-sized and a portable Volley Gun would not be common. So instead make this a unique weapon, like General Bob's Volley Gun. Only by completing General Bob's special mission will award you the unique weapon.

 

 

Did you, by any chance, keep the weapon list I made you before cropping it down?

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Guest Rabbit

Yeah, I kept the old list, I'm going to expand the current one more as I see fit, too. I just wanted to cut down what I felt was redundancy.

 

For the sake of keeping a record, here is the old list:

 

 

Melee Weapons

 

Bludgeoning

(Fists)

Club

Spiked Club

Martel

Mace

Morningstar

Flail

Maul

War Hammer

 

Swords

Knife

Dagger

Short Sword

Cutlass

Broad Sword

Longsword

Bastard Sword

Great Sword

 

Polearms

Spear

Military Fork

Ranseur

Spetum

Partisan

Halberd

Voulge

Bardiche

 

Ranged Weapons

 

Blunt Projectiles

Sling

Staff Sling

Pellet Bow

Stone Bow

 

Bows

Short Bow

Long Bow

Recurve Bow

Composite Bow

 

Crossbows

Lock Bow

Crossbow

Manuballista

Arbalest

 

Firearms

Pistol

Turnover Pistol

Blunderbuss Pistol

Pepperbox

Arquebus

Carbine

Musketoon

Volley Gun

 

Thrown Weapons

Flame bottle (Molotov cocktail)

Green Tiberium Bottle (Poison effect)

Grenade

Blue Tiberium Grenade (Explosive effect)

 

(Possible pickup weapons)

Stick, Rock, Shovel, Pickaxe,

 

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Guest Rabbit

On another note, a reason I wanted to simplify the list greatly is because of the names of the weapons.

 

In games like earlier versions (I haven't played the newest ones) of Zelda, we have easily identifiable weapons. Example being a wooden sword vs a metal sword vs a magic sword. Simple weapons with a hierarchy I can really understand.

 

How am I (or a basic gamer that isn't extremely into that time period) supposed to understand the hierarchical difference between a Ranseur, Spetum, Partisan, Phlegm, Halberd, Voulge, and ZippidyDooDa? I don't necessarily want to reduce the names significantly, I just want to simplify it. Old Rod vs Good Rod vs Great Rod type stuff.

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Zelda games typically have about three swords throughout the whole game, so it is fairly easy to tell them apart; if you get a new sword, it's better than the one you've got.

 

Zelda is an action-adventure game though, RPGs generally have a huge pile of weapons, and more often than not, even less recognizable than a Phlegm versus a ZippidyDooDa.

 

Take for example Cloud's arsenal from FFVII:

  • Buster Sword
  • Mythril Saber
  • Hardedge
  • Force Stealer
  • Butterfly Edge
  • Rune Blade
  • Enhance Sword
  • Murasame
  • Yoshiyuki
  • Organics
  • Nail Bat
  • Crystal Sword
  • Apocalypse
  • Heaven's Cloud
  • Ragnarok
  • Ultima Weapon

 

Now, unless you have played FFVII 80,000 times, are some kind of maniacal fanatic, have a perfect memory, or are double checking with your own list, you will have to take my word for it that those are in order of increasing attack power.

 

It need not be Cloud, or even FFVII, this is how most RPGs function.

 

The weapons I provided for your game weren't random, fancy-sounding words like Crystal or Ultima, I at least gave you real historical weapons.

 

Note that I am not trying to argue that you should put them all back in if you don't want to, my point here is that your point is irrational. Players don't need to know quality by name, that's why these games list weapon stats.

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