Post by Kitsunenotsume on Jul 18, 2017 19:28:03 GMT -5
As I brought up before, Unarmed has 3 active skills and only 2 passive skills. Other lines have 3 of each with the exceptions being Marksman (2 active 3 passive) and One-handed (4 active, 2 passive, which needs its own post).
In this thread, I would like to propose an option for an Unarmed passive tree. Rather than anything as patently absurd as attempting to apply 'Deflect Arrows' to bullets, I figure it is within reason to apply it to a much slower and more thematic projectile we encounter on a regular basis: the grenade.
While I can see implementation being troublesome, my basic ideas are as follows:
- Increase scatter distance of grenades that land near the character, depending on investment (EX. +1 meter scatter/ability).
- Alternatively, increase the DC of the grenade toss for targeting at or near the char (To similar but not identical effect).
- Branches could offer:
* increased effective protection radius
* 'catch-and-release' where the char can make an unarmed attack roll VS the thrower's attack roll, in an attempt to throw the grenade back. As a higher tier branch, this could expand to include grenade 'hits', instead of just scatters.
- Ability could be passive always or only active during block-mode.
This clearly requires another check (or few) on the grenade toss script (When calculating DC/Scatter/Hit, is there someone with this unarmed ability line nearby), but should at least be contained entirely within scripts outside the NWN2 core. Whether it's worth it is not something I can assess, but it would offer a unique defensive option to both PCs and Mobs against one of the server's more potent forms of weaponry.
For various reasons, certain mods/special grenades could be affected differently or unaffected: contact explosives like Grenade Launchers are faster than thrown frags and boom in impact, and 'sticky' special or support grenades like Magnetic-Grenades would be less amenable to being deflected.
*: Mildly amusing notion of Catch and Release: two skilled brawlers playing ping-pong with a single grenade.
In this thread, I would like to propose an option for an Unarmed passive tree. Rather than anything as patently absurd as attempting to apply 'Deflect Arrows' to bullets, I figure it is within reason to apply it to a much slower and more thematic projectile we encounter on a regular basis: the grenade.
While I can see implementation being troublesome, my basic ideas are as follows:
- Increase scatter distance of grenades that land near the character, depending on investment (EX. +1 meter scatter/ability).
- Alternatively, increase the DC of the grenade toss for targeting at or near the char (To similar but not identical effect).
- Branches could offer:
* increased effective protection radius
* 'catch-and-release' where the char can make an unarmed attack roll VS the thrower's attack roll, in an attempt to throw the grenade back. As a higher tier branch, this could expand to include grenade 'hits', instead of just scatters.
- Ability could be passive always or only active during block-mode.
This clearly requires another check (or few) on the grenade toss script (When calculating DC/Scatter/Hit, is there someone with this unarmed ability line nearby), but should at least be contained entirely within scripts outside the NWN2 core. Whether it's worth it is not something I can assess, but it would offer a unique defensive option to both PCs and Mobs against one of the server's more potent forms of weaponry.
For various reasons, certain mods/special grenades could be affected differently or unaffected: contact explosives like Grenade Launchers are faster than thrown frags and boom in impact, and 'sticky' special or support grenades like Magnetic-Grenades would be less amenable to being deflected.
*: Mildly amusing notion of Catch and Release: two skilled brawlers playing ping-pong with a single grenade.