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Combat Systems: Weapon Strategies
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<blockquote data-quote="attevil" data-source="post: 6654604" data-attributes="member: 6789426"><p>Sure weight could categorize weapons, light and heavy weapons, which could have game mechanics for weapon speeds or required strength of a character to wield a heavy weapon. These categorizes are simply what I found in common with the weapons I've come across, there were other categories I didn't use for this article. The purpose of the article was to offer a way of grouping weapons for other game designers, either creating weapons or creating weapon systems. </p><p></p><p>I agree that a weapon using a safe distance strategy has a disadvantage once the enemy is within attack range with their own weapon, which is why there isn't a best one strategy weapon that makes all others obsolete. </p><p></p><p>I think your idea for assigning special moves for weapons that are mostly similar is an excellent way to add diversity to a weapon list, which would offer players more interesting choices.</p></blockquote><p></p>
[QUOTE="attevil, post: 6654604, member: 6789426"] Sure weight could categorize weapons, light and heavy weapons, which could have game mechanics for weapon speeds or required strength of a character to wield a heavy weapon. These categorizes are simply what I found in common with the weapons I've come across, there were other categories I didn't use for this article. The purpose of the article was to offer a way of grouping weapons for other game designers, either creating weapons or creating weapon systems. I agree that a weapon using a safe distance strategy has a disadvantage once the enemy is within attack range with their own weapon, which is why there isn't a best one strategy weapon that makes all others obsolete. I think your idea for assigning special moves for weapons that are mostly similar is an excellent way to add diversity to a weapon list, which would offer players more interesting choices. [/QUOTE]
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