Pooling Improvised

Ideas that have been discussed, approved, and are awaiting implementation.

Moderators: Maeve, Maeve

Post Reply
Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Sun Jun 14, 2015 8:22 am

So, I've wanted to train improvised weapons, but there's a bit of a problem there. Only specific sorts of items work for improvised weapons, and according to what Az has told me, improvised weapons break in about 2 uses. This makes it impractical at best to train improvised weaponry without carting in a tremendous amount of items - once you find the items that work! - to the trainer.

I'm not sure I have a specific suggestion here beyond the idea we should probably just remove improvised. Failing that, though, some way to LBU the skill without having to constantly switch weapons would be awesome. Something similar to toss or shoot, maybe?

User avatar
Zeita
Posts: 324
Joined: Mon Jan 10, 2011 7:38 pm

Sun Jun 14, 2015 6:37 pm

To counter the poor availability, I would like to see rooms able to 'generate' improvised weapons on the use of a command. It could be on the basis of availability- ie, in appropriate rooms there could be an imp_weapons_available tag that allow use of the command. This would be suitable for bars (bottles, mugs, chairs, etc), forests (sticks and stones), armories, workshops etc.

These items would have 0 value, and would disintegrate within a few hours if not used and one could only have a couple at a time.

This would at least make improvised a bit more viable and fun.

Otherwise... yeah, just remove the skill and lump the utility of it in with unarmed.

Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Mon Jun 15, 2015 8:18 am

Honestly, the more I think about it, the more I think we ought to trash it. Its downsides make it so that essentially nobody trains it, and realistically, a single skill for improvised seems weird; I doubt it's the same 'ability' to use a mug as an improvised club vs. a broken bottle as an improvised dagger.

We could just create this set of improv weapons, let them be generated by your command, and match them to their logical weapontype with an 'improvised' flag that would let them do a little less damage and break down quickly.

As-is, improvised has two major uses beyond combat I know of:

1) Dusting people with herbs in battle (probably much more logical as an unarmed ability)
2) Throwing non-intentional throwing objects (probably makes more sense as just Throwing skill penalized a few steps on the table)

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 2 guests