Quote:Original post by WardyahhQuote:I want them to be able to see that if they attach the tusk to the end of the broom-handle, it's a much more effective weapon than if they were to attach it to the middle of the broom handle.
one way you could do that is have a set of rules that you can use to evaluate the perfomance of certain attributes of the weapon, but even with a small number of base items the potential amount of rules you could employ could be huge.
Yup. What I was thinking is to literally have around 3 or 4 base items. Define a few customisable attributes for each type and a few properties of the materials used for each type of base, then let the combination algorithm work out the properties of the final weapon.
I've had a little time to mull it over so I'll try to 'refactor' my initial post..
You have three basic elements: Rope, Blade and Stick.
They have 'connection points', where you can join two components together.
* Sticks have 3 connection points - One at each end, one in the middle
* Ropes have 2 connection points - One at each end
* Blades have 1 connection point - One at the friendly end
You define the connection point where the player holds the weapon, and this dictates how the weapon is used. There are 4 possible places:
* Stick end (scythe-like action)
* Stick middle (staff-like action)
* Rope end (whip-like action)
* Blade end (dagger-like action)
You can use a maximum of 3 elements per weapon. Properties of the elements define the damage, speed, range and general effectiveness of the weapon.
The principle needs refining but I think the concept is pretty sound. Thoughts?