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NPC weaponry  XML
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Sascha Lecours



Joined: 2003.10.24 00:00:00
Messages: 446
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I've noticed that almost all NPC weapons, that is those which are used by the various NPCs, including topaz swords, amber/cobalt/ruby knives, and so on, generally require only one point of energy per 'swing' under normal conditions, whereas other weapons of the same type and comparable weight may take many times that amount. This strikes me as being a dangerously favouritist trait of weaponry, as it highly popularizes NPC weapons over the store-bought alternatives, since often NPC weapons not only deal equal or vastly superior amounts of damage, but they require a tiny fraction of the energy to use, which is certainly a critical property to consider when choosing a weapon. Why not just give the NPCs a correspondingly larger pool of energy and make their weapons require energy comparable to other weapons of the same type?
Sascha Lecours



Joined: 2003.10.24 00:00:00
Messages: 446
Offline

I see with the new enhancements allowing for the tracking of those using illicit NPC weapons and gear, such as Topaz Swords and Rustguards, may solve this issue, although perhaps not as realistically as I'd like. Oh well. All's well...
 
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