Project: Weapon Handedness and Shields #76
AtomicFox556
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Part 1: Weapon Handedness
Before shields are implemented, it is important to figure out which weapons would be two-handed, which would be one-handed, and what penalty would using a normally two-handed weapon with one hand would have. Carried containers such as briefcases (and later, shields) would occupy one of the arms, making a two-handed grip impossible. The same applies to one of the arms being broken, character driving a vehicle, riding an animal, or some other conditions.
In general, if a player character is able to grip a weapon with two hands, then a two-handed grip is assumed by default if using a weapon one-handed would cause any penalties. Otherwise, an one-handed grip is assumed.
To note one-handed or two-handed grip, "(1H)" or "(2H)" is appended to the end of a wielded weapon name to note an one-handed grip; if one-handed grip causes any penalties, then the weapon name is also colored yellow to note that it is used ineffectively.
One-handed grip has the benefit of using the lower encumbrance of the two arms and hands for the puroses of attacking with a weapon. In case of a two-handed weapon, the current behaviour of taking into account both arms and hands encumbrance is preserved.
Whether it is even possible to hold a weapon in a two-handed grip would depend on character strength.
The proposal is having the following JSON fields for the purpose of reflecting the difference in two-handed and one-handed grips:
For melee weapons:
One-handed attack speed multiplier ("1h_melee_speed_multiplier"). This always should be at least 1.
1 for one-handed weapons such as knives (that is, no change)
1.1 for weapons that could benefit from two-handed use such as bastard swords 2 for two-handed-only weapons such as two-handed swords or sledgehammers.
One-handed damage multiplier ("1h_melee_damage_multiplier"). This always should be at most 1.
1 for one-handed weapons such as knives (that is, no change)
0.9 for weapons that could benefit from two-handed use such as bastard swords
0.5 for two-handed-only weapons such as two-handed swords or sledgehammers.
For martial arts purposes, wielding a weapon with two hands may be one of the requirements to execute a certain technique or receive a bonus. This would be listed in JSON definition for said bonus or a technique.
For ranged weapons:
One-handed dispersion modifier ("1h_dispersion_multiplier"). This always should be at least 1.
1.1 for guns without a stock (including pistols)
1.5 for guns that are balanced well enough for one-handed use (such as Uzi)
2 for any other guns.
One-handed recoil modifier ("1h_recoil_multiplier"). This always should be at least 1.
1.1 for guns without a stock (including pistols)
1.5 for guns that are balanced well enough for one-handed use (such as Uzi)
2 for any other guns.
One-handed reload speed modifier ("1h_reloadtime_multiplier"). This always should be at least 1.
2 for guns with magazine release that is accessible with the same hand that operates the trigger
4 in most other cases.
Certain weapons that strictly need two hands to fire, such as bows, would have an already-existing "FIRE_TWOHAND" flag, and would be impossible to fire with one hand. Holding them in one hand should still be possible though.
Some gunmods (such as forward grip) should require a two-handed grip on a weapon in order to have any effect.
Part 2: Manual-action Firearms
Some ranged weapons don't strictly require two hands to fire, but using them with just one hand would be extremely inconvenient even more so than their weight and balance would normally assume. Such weapons also have reduced rate of fire compared to semi-automatic firearms. The examples are pump-action or lever-action shotguns, bolt-action rifles, and single-action revolvers. This could also represent weapons that can fire more than once between reloads, but take a very long time between shots, such as the Puckle gun.
In order to reflect both things, I propose adding a "manual_action_cost" field on such ranged weapons, representing how much moves it takes until a next shot to make the weapon possible to fire again. This is a base amount, which may be modified further by skills or other things. The same move cost would also apply for semi-auto or full-auto firearms if they fail to cycle for whatever reason, such as using blackpowder cartridges.
For this purpose, there would be faults similar to already-existing "spent casing in chamber" fault, but differently named as appropriate to a given gun, and taking a different amount of moves or time to "mend". Which fault would apply on a failed cycling would be decided by a new "cycle_fail_fault" JSON field in gun entries. Such a fault appears on a weapon any time a manual-action weapon is fired, or if a semi-auto or full-auto firearm fails to cycle normally, such as because of using blackpowder cartridges.
In order to not make this mechanic tedious, an attempt to fire a firearm with this fault would necessaily need to automatically make character try to mend it, spending some time; this would be represented by a new "TRY_MEND_ON_FIRE" flag on such faults. Skill levels required would almost always be 0, but it'd still be requied to define which skill speeds up fault mending; such behaviour would be represented by a new "SKILL_SPEEDUP" fault flag.
Amount of moves spent would be further modified by whether the weapon is in a two-handed or one-handed grip, via the use of "1h_mend_multiplier" JSON field (must be at least 1). This multiplier would apply to moves spent on any attempt to mend this fault when the item is either in an one-handed grip, or not held at all (stored in a pocket, on the ground, etc). It would be 1 for single-action revolvers (as they do need just one hand for the manual action), and at least 3 for pump-action, lever-action or bolt-action guns, representing the character tucking the weapon between their legs to work the action with one hand, or doing it in some other awkward and slow way.
Part 3: Multi-Wielding
Attacking with more than one weapon at once would be very inefficient, unrealistic and very hard to implement anyway, but wielding more than one object at once is feasible and may be practical depending on what it is.
Whenever this part talks about shields, it assumes a shield that is gripped in had for use, as opposed to being strapped to a hand. Such shields are usually small.
In my opinion, this would be best represented by having multiple available weapon slots, each one associated with a specific hand that the character has; the amount of free slots available is figured out after taking into account all the worn gear and wielded items (with either one-handed or two-handed grip). Normally this limits the character to two weapons gripped with one hand each, or one weapon gripped with two hands, but mutants may have more hands available for use.
Cycling between weapon slots takes a keypress, but takes no in-game time. Normally, all the weapon slots except for one (depending on which hand is dominant for character) carry a significant melee, ranged and throwing accuracy penalty; this is denoted by an (OFF) marker after the wielded weapon name. A new trait called Ambidextrous (available on character creation) alleviates this, allowing character to use all their hands at full capability.
Once this is implemented, flashlights and other light-emitting items would need to stop emitting light if placed into most pockets, requiring them to be placed into one of weapon slots to work properly. There may be exceptions (i.e. net backpack), but items placed in those pockets would need to have their intensity reduced, to account for it being inconvenient to make use of light sources like that.
Weapons that allow parrying melee attacks if wielded, would allow parrying with them even if kept in a non-active weapon slot, but their parrying ability will be reduced if they are in an off hand. Ambidextrous trait would alleviate this penalty.
In case of wielding more than one firearm, recoil from firing intentionally applies to all held firearms; constantly switching between firearms in combat isn't practical.
Part 4: Shields
Certain items which have a significant defensive use (such as shields or, to some extent, briefcases) result in a fake "armor" item being worn as long as an item is kept on there, specifically to represent the defensive capabilities of said item. Such fake armor items would usually occupy a new "SHIELD" layer, which protects certain body parts with certain coverage at no extra encumbrance. This layer would exist below "OUTER_AURA" layer but above "STRAPPED" layer.
Those items would also have a new "SHIELD_PROTECTION" flag, which would do the following:
Other effects would be done via separate flags; "SHIELD_FROM_LIQUIDS" would have a chance to protect character from spitter acid or boomer bile, for example.
Regarding the protection provided by shields: shields are generally expected to be pierced by any bullets while stopping melee attacks and thrown projectiles; modern heavy bulletproof shields would be able to stop rifle bullets as well, but the tradeoff would be their high weight and volume, which means having much less offensive capability in melee combat.
Actively using more than one shield at once is forbidden. This would be done by having a "SHIELD" flag on shield items; if an item with this flag is already held, then another can't be placed into any of the free weapon slots.
Certain martial arts may enable advanced uses of shields (such as shield bashing). This would be facilitated by creating a SHIELD weapon category, adding techniques that make use of weapons with this category, and then switching active weapon slot to the one that has a shield, to use such techniques. In order for this to happen, techniques themselves will also need to specify which weapons they can be used with; there is an already-existing "weapon_categories_allowed" field on techniques for this purpose.
Part 5: Alternative shield use
What is written in part 4 above assumes shields that are gripped in hand for use (a.k.a. bucklers). However, realistically, this is not the case for all shields; there are more ways to use or to simply carry a shield.
If such a shield is small, then it doesn't occupy a hand, allowing to use a weapon with a two-handed grip or holding another one-handed item. Such shields do cause arm encumbrance, however, making this more doing so difficult than it would otherwise be. Shields like that occupy a single arm and hand, on the strapped layer, and also "hanging on front" torso slot, if they have a guige. Such shields still keep the accuracy penalty for melee attacks, however.
Such an approach results in there being no straighforward way to enable shield bashing with such a shield that I could think of. Any suggestions in this regard are welcome.
Hands-free shield use. Low-tech shields commonly come with a guige, also known as neck strap. Such shields can be used hands-free, albeit ineffectively; their melee and ranged coverage is significantly reduced to reflect this. Any shield with a guige occupies "hanging on front" torso slot, but doesn't occupy the hands. Otherwise, they are the same as strapped shields. It takes an "activate" action to turn a shield with a guige into a hands-free variant, or vice versa.
Carrying shield on back. A shield with a guige can be carried on back. It takes up strapped layer, specifically the "hanging on back" slot, taking up the place of a backpack. If worn like that, the shield doesn't provide the usual protective benefits, but doesn't occupy a hand, and partially protects the torso (specifically the back) from damage. It doesn't prevent a second shield from being used.
Carrying shield in hand. A shield with no guige may be activated to put it out of use and passively grip it in your hand, becoming a non-armor item. This is simply yet another way to carry more than one shield at once. Such a shield offers no protection whatsoever.
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