DM2 Interface: Weapons in both hands
Posted: Sun Apr 23, 2006 1:22 pm
There has been a thread about this long ago in an early state of RTC developement, but since there had been far more important aspects of RTC to be programmed, had met little response so far. Since RTC is by now pretty far developed I would like to bring them up anew.
I would like to see implemented one or two of the few features, that EOB actually improved compared to DM:
In FTL-DM the off-hand was pretty useless except for holding empty flasks and ammunition. As far as I know George already has improved that somewhat by making sure that off-hand shields do increase the armour value and allow stat-boosting weapons like some staffs, wands, the mace of order, the executioner, etc.., to impose their stat-boosting effect even when in the off-hand. Yet while this does allow for useful combinations like shield&sword, shield&staff/wand, sword&staff/wand, staff&wand, etc.., the only combination that comes close to useful 2-weapon-fighting is mace of order + executioner.
I would like to have real 2-hand usage. It would be not that difficult to be implemented. Just split the 4 large action hand icons vertically in half so you get 8 smaller icons, with 4 in the first row for the main hand and 4 in the second row for the off-hand.
No matter whether this idea should be supported by others or not, I would also like to have a slight improvement of the weapons interface implemented: I would like to be allowed to trigger weapons immediately with a right click on the weapon's action icon (on the right side) or item-icon (in the hands on top of the screen). The weapon should then simply execute the last action that has been manually chosen, or the last action of its action list if it hadn't been used before.
Aside from that, there once had been a topic where many players agreed that the ninja is a somewhat unbalanced, that is largely useless, class, that many players used to train only to boost their fighters' stats. This has already been adressed by George I think by increasing ninja missile damage. Yet, the second problem, that of having to bother with picking up ammunition all the time to refill the tiny quiver hasn't been adressed so far. I would like to have 2 things implemented to amend that, one pretty simple and one rather complicated:
As far as I know there is a DM2-like quiver available for custom dungeons. While such a quiver would be out-of-place in O-DM, I would be very well-placed in the RTC-DM dungeon. Please, George, can you have a quiver added to either the tile of the spell-book, or better to the tile of one of the bows?
More difficult to implement: If a character with a ranged weapon and empty off-hand or quiver could automatically pick up befitting ammunition ammunition into his quiver, that'd be absolutely great. Characters with bows would take slayers first, arrows secondly, characters with slings would take rocks first, both filling the (free) off-hand first and only then the quiver, while characters with throwing weapons would fill the quiver first and the off-hand only if it is free but the quiver is full, taking the best throwing weapon first.
I would like to see implemented one or two of the few features, that EOB actually improved compared to DM:
In FTL-DM the off-hand was pretty useless except for holding empty flasks and ammunition. As far as I know George already has improved that somewhat by making sure that off-hand shields do increase the armour value and allow stat-boosting weapons like some staffs, wands, the mace of order, the executioner, etc.., to impose their stat-boosting effect even when in the off-hand. Yet while this does allow for useful combinations like shield&sword, shield&staff/wand, sword&staff/wand, staff&wand, etc.., the only combination that comes close to useful 2-weapon-fighting is mace of order + executioner.
I would like to have real 2-hand usage. It would be not that difficult to be implemented. Just split the 4 large action hand icons vertically in half so you get 8 smaller icons, with 4 in the first row for the main hand and 4 in the second row for the off-hand.
No matter whether this idea should be supported by others or not, I would also like to have a slight improvement of the weapons interface implemented: I would like to be allowed to trigger weapons immediately with a right click on the weapon's action icon (on the right side) or item-icon (in the hands on top of the screen). The weapon should then simply execute the last action that has been manually chosen, or the last action of its action list if it hadn't been used before.
Aside from that, there once had been a topic where many players agreed that the ninja is a somewhat unbalanced, that is largely useless, class, that many players used to train only to boost their fighters' stats. This has already been adressed by George I think by increasing ninja missile damage. Yet, the second problem, that of having to bother with picking up ammunition all the time to refill the tiny quiver hasn't been adressed so far. I would like to have 2 things implemented to amend that, one pretty simple and one rather complicated:
As far as I know there is a DM2-like quiver available for custom dungeons. While such a quiver would be out-of-place in O-DM, I would be very well-placed in the RTC-DM dungeon. Please, George, can you have a quiver added to either the tile of the spell-book, or better to the tile of one of the bows?
More difficult to implement: If a character with a ranged weapon and empty off-hand or quiver could automatically pick up befitting ammunition ammunition into his quiver, that'd be absolutely great. Characters with bows would take slayers first, arrows secondly, characters with slings would take rocks first, both filling the (free) off-hand first and only then the quiver, while characters with throwing weapons would fill the quiver first and the off-hand only if it is free but the quiver is full, taking the best throwing weapon first.