ID:93530
 
So basically, I want to steal all your ideas.

Making up a large variety of unique weapons is pretty hard actually.
So I want ideas.

You don't need to go into insane detail, just a general theme is good enough for me to expand on. (Try to avoid mythical weapons though)
For example a rocket spear. Guess that is being added to the game now!
Also, it doesn't exactly have to be a weapon, a net would be acceptable, so would a shield for example (and please don't give me 900 ideas for swords, the larger the variety the better)

http://files.byondhome.com/TheMagicMan/weapons.png
That is an example of what I currently have.

On there is...
Grim Reapers Scythe
Axe with a guillotine blade
Wooden Mallet
Pile of dirt
Shield made of stone
A spade
Rocket Powered Axe
Anvil turned into a hammer
Baseball bat
Lightning bolt spear

You get the idea.


IF you want more technical details, then read on. But this is not essential.

All weapons have 6 stats, an ability, and upto 2 elements.
Elements are Earth, Fire, Wind, Water, Nature, Technology, Ice, Lightning, Light, Dark, Poison, Undead, Neutral and Magic.
Most are common sense. Fire is hot and kills stuff, Earth is defensive and so on.
Elements can mix in most ways, again except for common sense (no fire/water mixing).

Stats are Hp, Atk, Def, SAtk, SDef and Spd. Generally 20 is very low, 50 is low, 70 is average, 90 is high, and 110 or above is very high. Most stuff will barely break 120-130 at max except in extreme cases.

Abilities are one passive ability. It shouldn't be too powerful, unless somehow something makes up for it (poor stats for example).
An example is a shield has "Die Hard", this makes it immune to instant death hits.
While a Ninja Sword has an ability to increase critical hit damage.

When used, weapons can evolve, this is optional. If they do, generally they will start with lower stats, and get better stats in their new form. They can also gain a new element and possibly a new ability.
Upto 3 forms max per weapon.

Also, you can if you want give a general idea of what the weapon might look like and what it's role might be.

Examples would include...
Anvil Hammer
Ability - 15% stun chance on each hit
Physically oriented, good defence
Learns mostly defensive moves
Fire/Tech

Hp - 110
Atk - 70
Def - 120
S Atk - 40
S Def - 60
Spd - 20

Pile of Dirt
Ability - 20% chance of slowing enemy down when hit or when attacking
Mostly status effect based, stats are somewhat low with defensive oriented
Earth/Water > Earth/Water > Earth/Water

Mud > Silt > Muck

Hp - 25/40/60
Atk - 20/30/40
Def - 30/45/60
M Atk - 15/25/35
M Def - 30/50/70
Spd - 25/40/55

Any and all ideas are welcome, and will probably be used if not too outrageous.
I want a staff with a center stick thing and swords on the ends. Also, I want a flail made of diamond, and a ball of depleted uranium to throw.
Nailbat, an Irwin Slayer(sword with a stingray's tail for a blade) Porcupine whip.
An 80% chance to strike twice is pretty insane, even with those low attack stats.
I can do it, but probably toned down to around 20-30%.

As for the others, can easily be added.

Also, to clarify, here is what each Element specializes in.

Fire - High offensive attacks, stuff of this element tends to have poor defense and dies easily.

Earth - Physical focused, balanced offensive with some good defensive. Stuff of this element tend to be tough and hard to kill.

Wind - Speed and offense, nothing else. Stuff of this element is equally as fast and hard hitting, but fragile.

Water - Balanced, tends to be more magically focused, but otherwise good all round. Stuff of this element is equally as balanced.

Ice - Magically offensive. Good at disabling/slowing enemies down. Stuff of this element tends to be more magically oriented.

Electric - High offense, good at paralyzing too. Tends to result in hard hitting but fragile weapons.

Nature - Fairly balanced, but focuses more on debuffs and disabling effects. Stuff of this element is similarly balanced though usually poor physically.

Technology - High defence, physically oriented defence. Stuff of this element tends to be tough and slow.

Neutral - Balanced in everyway. Stuff of this element is again balanced and varied.

Magic - Magic support, somewhat lacking offensively. Stuff of this element is obviously magically inclined and physically weaker.

Dark - Offensive and debuffing. Stuff of this element is highly varied with no preference to stats.

Light - Supportive and healing. Stuff of this element is also varied with no preference.

Poison - Status effects and poisons. Stuff of this element tends to focus more on status effects and alternate methods of fighting, but is otherwise no real stat preference.

Undead - Varied, mostly magically offensive in nature. Stuff of this element has no real preference either, but is usually somewhat fragile and has a more magical orientation.



Also...
http://files.byondhome.com/TheMagicMan/battlesystem.png
Picture is roughly how battles will look in the game. Bottom section is for messages (such as attack missed, or was not effective and so on).
There will also be a small window to list commands when you're to input them.
There is also no weapon overlays at the moment, haven't gotten around to drawing them, and it will be a pain in the ass to do so.