In know these ideas prezented hereinafter are in the game more or less.
But this reprezents a potential evolution of the game.
And it is based on real facts.
So weapons damage should depends of weight, sharpness and speed.
1) Weight of weapon. The weight of the weapon affect its speed in proportion with strenght of your character.
So an character with, let say, 9 point on strenght can handle a sword which is for 11 strenght (to heavy for him), but (!) the compromise of speed must be much biger. A two-handed sword might be 17Kg weighty but slower then one-handed swords.
2)Speed of weapon. The relative speed of your sword has a direct ifluence on damage.
- Damage must to be in the rise with the motion of the swing. Something like 10% at the begin, 100% at the midle & 80% at the end. Becouse the speed of the sword/axe/etc grows with the motion. At the beginning is very slow... Of cource the motion and AI of the opponent must to be ballanced so you can have room to swing.
- Impacts between swords are not exclused.
- The speed of the sword is increased with the speed of the horse - allready in the game.
- The speed factor of the sword is obtained with a surten skill and swing and equal with 1. This must be established by developers. It is a necesar parameter for calculation of the damage.
Ex. - if a two-handed sword (15Kg) has speed factor equal with 1, a one-handed sword (7,5Kg) has a speed factor 2. A higher skill can duble the speed of the sword probably. A slower strenght level can drop the speed factor to 0.5, so damage to 1/2.
3)Sharpness of weapon. The sharpness of the sword is another needed parameter for calculation of the damage.
a) sharpness = 0. Blunt weapon. Blunt weapons can be much heavier (or not) than two-handed swords and more longer (or not). So speed of the hamer will be higher in a later momment of the swing.
A hamer used by barbarian armys in Roman period were used with circular swings to smack the heads of the opponents. Ex. Gladiator movie - the first battle. The speed of this kind of hamer can be much higher and is very dangerous.
b)sharpness = 1. Moderate sharp sword. Modest price or more heavyest. Cheap metal.
c)sharpness = 2. Good sharp shord.
d)sharpness = 3. Very good sharp shord. Can be sharpned with a emery stone. (Every man have a stone for this meaning. Already purpose in other threads.)
Damage is the product of Weight, Potential Speed and Sharpness of the sword. So:
DAMAGE = Weight x Speed Factor x Sharpness
Ex. For a good sharp two-handed sword (17Kg) with a potential speed 1, damage is:
DAMAGE = 17 x 2 x 1 = 34.
Note: For lunge hits you can aply the same tipe of calculation. A thrust hit is slower but can concentrate the force on a very small surface (point). The sharpness of aglet can be the same or different from shaprness of the edge.
The speed of the lunge move in raport with a swing move can be established by someone who practice medieval matial arts.
But this reprezents a potential evolution of the game.
And it is based on real facts.
So weapons damage should depends of weight, sharpness and speed.
1) Weight of weapon. The weight of the weapon affect its speed in proportion with strenght of your character.
So an character with, let say, 9 point on strenght can handle a sword which is for 11 strenght (to heavy for him), but (!) the compromise of speed must be much biger. A two-handed sword might be 17Kg weighty but slower then one-handed swords.
2)Speed of weapon. The relative speed of your sword has a direct ifluence on damage.
- Damage must to be in the rise with the motion of the swing. Something like 10% at the begin, 100% at the midle & 80% at the end. Becouse the speed of the sword/axe/etc grows with the motion. At the beginning is very slow... Of cource the motion and AI of the opponent must to be ballanced so you can have room to swing.
- Impacts between swords are not exclused.
- The speed of the sword is increased with the speed of the horse - allready in the game.
- The speed factor of the sword is obtained with a surten skill and swing and equal with 1. This must be established by developers. It is a necesar parameter for calculation of the damage.
Ex. - if a two-handed sword (15Kg) has speed factor equal with 1, a one-handed sword (7,5Kg) has a speed factor 2. A higher skill can duble the speed of the sword probably. A slower strenght level can drop the speed factor to 0.5, so damage to 1/2.
3)Sharpness of weapon. The sharpness of the sword is another needed parameter for calculation of the damage.
a) sharpness = 0. Blunt weapon. Blunt weapons can be much heavier (or not) than two-handed swords and more longer (or not). So speed of the hamer will be higher in a later momment of the swing.
A hamer used by barbarian armys in Roman period were used with circular swings to smack the heads of the opponents. Ex. Gladiator movie - the first battle. The speed of this kind of hamer can be much higher and is very dangerous.
b)sharpness = 1. Moderate sharp sword. Modest price or more heavyest. Cheap metal.
c)sharpness = 2. Good sharp shord.
d)sharpness = 3. Very good sharp shord. Can be sharpned with a emery stone. (Every man have a stone for this meaning. Already purpose in other threads.)
Damage is the product of Weight, Potential Speed and Sharpness of the sword. So:
DAMAGE = Weight x Speed Factor x Sharpness
Ex. For a good sharp two-handed sword (17Kg) with a potential speed 1, damage is:
DAMAGE = 17 x 2 x 1 = 34.
Note: For lunge hits you can aply the same tipe of calculation. A thrust hit is slower but can concentrate the force on a very small surface (point). The sharpness of aglet can be the same or different from shaprness of the edge.
The speed of the lunge move in raport with a swing move can be established by someone who practice medieval matial arts.