Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Sep 04, 2008 11:47 am 
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Location: Central New Jersey
Sklz711 wrote:
Redman wrote:
Unless you know where the chinks in the armor are.

I think armor needs to be revamped and have it add/subtract attack numbers, affect movement rates, etc.

A guy in full plate isn't going to have the mobility of a guy in leather. Speed/dodge/shield block/all kinds of goodies could be tied into armor material and type.


Because weapon subtypes went so well.


Heheh. Well put.


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PostPosted: Thu Sep 04, 2008 11:52 am 
I don't think the crew in charge of coding acctualy went out and played with the real life weapons to get an idea of how they compare.

You have to consider weapon and style, then skill with weapons and style. Then toss armor in on top of that.


Honestly I have been doing philipino style for a while now and a pair of sticks in the right hands is deadlier than any blade you can produce, yet staffs are supreme junk in SK. With a pair of sticks you have a huge block/parry/counter rate.

Maybe study multiple fighting styles and compare them, then you can get an idea the strengths of the weapon/style combos. Honestly A katana and a long sword are about the same length, yet their weight and balance cause them to swing different, which means you have different tactics to cover up your short comings.

Oh well, huge amount of info I would like to put down but won't come out of my head in a coherent manner.


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