Difference between revisions of "Template talk:Weapon"
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+ | ::Actually, I think sticking to the 2 row format is fine. Presenting "6" as "60%" might be confusing to new players, as the game never presents "60%" anywhere. I like keeping it in AUTs. That being said, I do agree that having two different kinds of information in those two sets of parentheses is kind of a sloppy way to present it. How about we change "Min (req. skill)" to simply read "Min delay" (which better matches the row above it), and "6 (14)" to "6 at 14 skill" or "6 @ 14 skill"? It's still not great, but I don't want to get too wordy in there. --[[User:MoogleDan|MoogleDan]] 20:50, 14 August 2013 (CEST) |
Revision as of 19:50, 14 August 2013
One feature of this chart I've never understood was why we don't include min delay for each weapon. I'd really rather not screw around with this and break anything, but could someone who knows what they're doing add that detail in? I only just discovered today that ranged weapon min delay rules aren't the same as melee weapon rules; I think that's a bad sign.
For melee weapons, I'm thinking that Base Delay should be one entry, and Min Delay (@ X Skill) should be another. For ranged weapons, I'm not too clear on how effective skill is at reaching min delay vs. improving strength and dexterity. Any suggestions on how to present that? --MoogleDan 20:29, 13 August 2013 (CEST)
- How about making a new entry that'll read something along the lines of "Min (at skill)", so for example, on the entry for sabre, this would be have 5 (14) as its entry. For ranged weapons, I think just put the min delay, and for the skill level, put in an asterisk that links to an article section explaining how ranged min delay works. That would make it obvious something is different with ranged weapons without cluttering up the template unnecessarily.
- Oh, and I also propose changing the base delay section to read as "14 (140%)". It's not a bad thing to get people thinking in terms of aut, since if you want to understand time mechanics in Crawl, you pretty much have to. -Ion frigate 21:59, 13 August 2013 (CEST)
- Nicely done Ion, thanks for stepping up on this. --MoogleDan 14:03, 14 August 2013 (CEST)
I find the two new entries a little confusing. For example, take this entry:
Base delay (in %) | 13 (130%) |
---|---|
Min (req. skill) | 6 (14) |
The values in the brackets mean different things in each row - one indicates speed in percentage and the other indicates a skill level. What do you think of having three new entries, base delay, min delay, and skill required as shown below?
Base delay (%) | 13 (130%) |
---|---|
Min delay (%) | 6 (60%) |
Min req. skill | 14 |
The full template would be:
Name | {{{name}}} |
---|---|
Weight | {{{weight}}} aum |
Skill | [[{{{skill}}}]] |
Damage | {{{damage}}} |
Accuracy | {{{accuracy}}} |
Base delay (in %) | {{{basedelay}}} |
Min delay (in %) | {{{mindelay}}} |
Min req. skill | {{{reqskill}}} |
Hands | {{{hands}}} |
Size | {{{size}}} |
Ranged? | {{{ranged}}} |
- Actually, I think sticking to the 2 row format is fine. Presenting "6" as "60%" might be confusing to new players, as the game never presents "60%" anywhere. I like keeping it in AUTs. That being said, I do agree that having two different kinds of information in those two sets of parentheses is kind of a sloppy way to present it. How about we change "Min (req. skill)" to simply read "Min delay" (which better matches the row above it), and "6 (14)" to "6 at 14 skill" or "6 @ 14 skill"? It's still not great, but I don't want to get too wordy in there. --MoogleDan 20:50, 14 August 2013 (CEST)