The mechanics of warfare: Weapons
Edit: The main weave of conversation follows the outline in my second post and explains the details of 3 main points. If you don't feel up to hacking the walls of text that is just fine. In between those posts there is much conversation so feel free to join in.
- Part 1 is the intro and can be found in the next post.
- Part 2 is now up, conveniently at the top of page 2. It continues part 2 and introduces our mock battle.
- Part 3 is in post #45 on the second page. The battle is heating up nicely.
- Part 4 is at the top of page 3. A bit short compared to the rest, introduces new units.
- Part 5 is in post #85 on page 4. Gives more detail about the new units, next up is the fight.
So, lets talk about weapon mechanics! This thread is not just for me to ramble on. If you see a discrepancy, feel that I am missing something or just have something to add, speak up! The mission of this thread as stated here is: to help us as players teach each other how realistic weapons function and most importantly, ask each other how realistic we want the weapons to be in our games.
To be perfectly clear this thread is about how weapons work. Later on we can start a master list of each weapon we would like to see and the particulars of each.
With the plans for a modular unit design system in the works its apparent that we as players are going to have a lot of choices to pick from. Its easy to provide the developers with a list of weapons that you would like to see in game. But first you must ask yourself if you really want a gigantic selection of choices, most of which a highly redundant. In a statistical sense does it really matter if the developers include katanas, zwiehanders and kopeshi if all of them just end up as Swords with a varying attack strength?
In a word, yes. All of those might be swords in that they share the features of sharp edge and a handgrip. But each weapon has a unique identity that makes it perform differently in combat. If you take the time to include these differences what you end up with is a much more realistic game with choices that affect your gameplay rather than being simply cosmetic. This is what most people would call adding depth to the game. To do this you do not have to detail every single weapon down to the last inch. Instead you must understand and quantify the mechanics that make each weapon work the way it does in real life and should in a computerized setting. If I arm my soldiers with halberds I want that to mean something. Halberds should not be just another spear with a +2 bonus against horses.