astrobird Posted January 11, 2013 Share Posted January 11, 2013 So far so good. As space ninja, I'm privy to the idea that we posess more than just simple knowledge of swordplay and fisty punch antics. I'd say the PCs have a bit more on their martial plates than what we are restricted to, and we should expand on that. What if we had a wider variety of things to hit our enemies with? How about daggers? Much like swords, but their charge could be a dash, a projectile, or even just a repeating slash for quick damage. The key point to this weapon is unparalelled and sustained DPS while keeping with the idea of a fast and mobile playstyle.. "But astrobird" you plead, tears beginning to form in your visors, "What of my fisty-punch gauntlets?! Won't they be useless compared to the glorious knife you mentioned?" Not entirely, I reply as I set my hand on your shoulder, providing minimal contact, but maximum comfort. Fist weapons would be simply rebalanced to have higher amounts of stun, not quite enough to stunlock, but enough to make any enemy stagger when you smack them upside their head. This is to encourage the berserk mode playstyle fist weapons should exemplify. After all, whenever I play punchy characters or use fist weapons, I go in hard or go home. How about bigger and better weapons? Let's try an axe or a hammer for instance. At the cost of speed, you get sheer stopping power and a devestating charge move. Your normal attack would be slower (at about 0.75x of a sword swing) but it would posess much greater range and damage per strike than your sword. Your charge attack would be equally slower, but posess the amazing ability to send people flying! Think of it as a sort of roundabout golf swing. While we're on the topic of wider melee arsenal, I feel obligated to reiterate what many a hundred thread stated prior to this one: We need melee combos. The two repeating hits are nice, but a little variety would be nicer than that. I mean you could even order it like so to further drive home the point of melee diversity: Fists: 6 hit combo (Fast, allowing for easy and seamless switches from gunplay to fistplay, but still capable of stunning enemies for some quick breathing room to encourage a balls-deep playstyle) Dagger: 5 hit combo (Quick, but has many hits, benifiting greatly from criticals to encourage a blend of hit and run and sticking to your target.) Sword: 4 hit combo (Average in every sense that a space ninja should be, this weapon would allow for the best balance between damage and utility) Staff: 3 hit combo (Sluggish, that way utility would outweigh damage. Still a capable melee weapon for sure, but primarily utlity. It's primary function should be range and a quick charge attack for maximum efficiency) Polearm: 2 hit combo (Slow. It's only use is for absolutely armor cracking, pants wetting, clock cleaning stopping power. It's profession? Sending your enemies either flying inside, or into, bodybags.) And for added fun, I wanted to include a personal suggestion of mine: Concussive Weapons: These are pretty much PURE UTILITY weapons. They deal almost no damage, have a 1 hit combo that is relatively slow, but they can stun bosses really quickly, send light mooks sailing into the stars, and knock heavier targets flat onto their asses. The way I envision it, it would be a sort of gauntlet on the off arm of your PC, and upon activation, you would get a brief windup followed by a ever-so-satisfying BLAST. The kind of blast that distorts your screen BEFORE it goes off. The kind of blast that makes sure your enemy isn't walking for a while because his body got slammed with the equivalent of concentrated dubstep. The kind of blast that scientists looking at the battle site would assume that a meteor struck your enemies. THAT kind of blast. But these are only a few ideas. Not raw or concrete details, but it's a start, don't you think? Any question or comments? Link to comment Share on other sites More sharing options...
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