corksacker69
Recruit

Usally referred to as a ball and chain, it consisted of a handle that the welder would hold, which was connected to a solid metal ball by a chain.
The welder would swing the handle around, letting the ball attached by the chain gain momentum, then swing it towards the foe, exploding their skull into a million peices.
The mechanics of the weapon could work in the game by holding the attack button down to spin the ball around and let it gain momentum, much in the same way you hold the attack button down to prepare for an attack, then release it for a high damage killer attack. Damage could be based on how long you hold the button down, to simulate the way you have to spin the ball around for momentum. you could still swing the weapon in the normal way without spinning it, but do almost no damage.
The weapon itself would be blunt, with about mid 100's range, very slow to swing, bonus againt sheilds, unparryable, cant be used to parry, 2 handed, and require tons of str to use.
As for implementation issues, as it stands, making damage based on how long you hold the button down dosent exist, the different weapon animations for when the ball is idle and spinning would have to be made, and making it unparryable would have to be specialy coded, much the way croutched lance damage was specialy coded.
Hm, or for a simpler implementation and to reuse code, you could base it on the way bows/crossbows are reloaded. You shoot the weapon, and it would take a variable amount of time depending upon the bow to reload it, moving or not moving. With a ball and chain, you would swing the weapon, and you would 'reload' it while moving, but reloading is an animation of your character spinning the weapon to gain momentum.
Of course things would still have to be coded, like the weapon would 'reload' automaticlaly after each swing, and the weapon would still be considered a melee weapon and not a ranged weapon, it would just combine the characteristics of the 2.
Also, to promote more weapon variety, how about giving maximum and minimum damage to weapons, rather then just the maximum damage?
So instead of just '42s' you would have '1-42s'. You could also give some underpowered never used weapons some life by giving them higher minimum damage then the really high powered weapons.
Just some stuff to think about.
The welder would swing the handle around, letting the ball attached by the chain gain momentum, then swing it towards the foe, exploding their skull into a million peices.
The mechanics of the weapon could work in the game by holding the attack button down to spin the ball around and let it gain momentum, much in the same way you hold the attack button down to prepare for an attack, then release it for a high damage killer attack. Damage could be based on how long you hold the button down, to simulate the way you have to spin the ball around for momentum. you could still swing the weapon in the normal way without spinning it, but do almost no damage.
The weapon itself would be blunt, with about mid 100's range, very slow to swing, bonus againt sheilds, unparryable, cant be used to parry, 2 handed, and require tons of str to use.
As for implementation issues, as it stands, making damage based on how long you hold the button down dosent exist, the different weapon animations for when the ball is idle and spinning would have to be made, and making it unparryable would have to be specialy coded, much the way croutched lance damage was specialy coded.
Hm, or for a simpler implementation and to reuse code, you could base it on the way bows/crossbows are reloaded. You shoot the weapon, and it would take a variable amount of time depending upon the bow to reload it, moving or not moving. With a ball and chain, you would swing the weapon, and you would 'reload' it while moving, but reloading is an animation of your character spinning the weapon to gain momentum.
Of course things would still have to be coded, like the weapon would 'reload' automaticlaly after each swing, and the weapon would still be considered a melee weapon and not a ranged weapon, it would just combine the characteristics of the 2.
Also, to promote more weapon variety, how about giving maximum and minimum damage to weapons, rather then just the maximum damage?
So instead of just '42s' you would have '1-42s'. You could also give some underpowered never used weapons some life by giving them higher minimum damage then the really high powered weapons.
Just some stuff to think about.