Idea: Throwing Spear

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Lud
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Idea: Throwing Spear

Post by Lud »

I think it would be good to have throwing spears in the game as an extra marksman weapon They would be a good bit slower than crossbows but be more powerful and a lot more damaging They would be pretty heavy but fully retreivable
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Post by Stumpytheguar »

<edited to remove 'spam' content>
Last edited by Stumpytheguar on Mon Nov 22, 2004 6:19 pm, edited 1 time in total.
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Negrodomous
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Post by Negrodomous »

nope, they dont need new animations. i play with them for fun. and arent they called javlins?
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Eraser
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Post by Eraser »

Perfectly doable.

The only problem is making them 100% recoverable without making every other single marksman weapon 100% recoverable.
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Post by Silvone Elestahr »

Then don't. Give them a chance of breaking, or so lodged in to one's armor that they are irretreivable.
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Vernon
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Post by Vernon »

Have you looked at the Marksman Mod? Throwing javelins are included in that. At least in v1.4.
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Post by Walt[FT] »

It is old idea (for Russia)my friend did it Throwings Spears and Throwings axes long time ago but there is a problem - Throwings Spears fly(sorry fmE)like darts rotating during fly :?
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Post by Negrodomous »

what im concerned about is the weight, the average player wouldent be able to carry many of them.
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Post by Stumpytheguar »

<edited to remove 'spam' content>
Last edited by Stumpytheguar on Mon Nov 22, 2004 6:21 pm, edited 1 time in total.
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Negrodomous
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Post by Negrodomous »

the spears don't spin in the air...

When i did it i just made an iron spear into a marksman weapon. so spinning, twirling, twisting, zipitydodaing, ect.

So, are we gunna do this or what?
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Post by Guest »

You just made an iron spear into a marksman weapon? What did it look like in 3rd person view when you used it? I can guarantee you that it did NOT look like what it should for throwing a javelin.
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Post by Locutus »

A spear (or javelin or pike) is normally thought of as both a range (marksman) and melee weapon. A realistic throwing spear should somehow have both attributes. The problem I see with that is programming a way to choose the mode. I don't know of any MW weapons that can be used for both range and melee, and I don't know how a "toggle" or "switch" could be added to the controls. If this could be done easily, I don't understand why the devs didn't do it already. Personally, I think it would be redundant for my PC to be carrying two spears: one for melee and another for throwing. But I think it's a great idea if dual use could be incorporated.
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Post by Locutus »

Another thing I just thought of: I've fought NPCs and daedra that could return fire with the same darts I just hit them with (if I don't kill them fast enough). It would be cool AI if that could be done with throwing spears. Imagine being damaged with your own weapon that the daedra just got hit with, or that it picked up after you missed.
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FOOLS!!!!!!!!!!!!!!!!
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Post by sirwootalot123 »

SOTHA SIL LIVES!!!!!!!!! wrote:FOOLS!!!!!!!!!!!!!!!!
pretty please and with a cherry on top, shut the fuck up.
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Post by Vernon »

From the marksman mod:
Attachments
Javelin.jpg
Throwing a javelin
(63.85 KiB) Downloaded 69 times
Last edited by Vernon on Wed Jan 19, 2005 8:07 pm, edited 2 times in total.
welp
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Morden
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Post by Morden »

Looks like he's throwing a small tree.. and its upside down :P Is that just the regular sword animation?

I'd really like to see more thrown weapons though.
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Dreadmaster Errtu
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Idea: Throwing Spear

Post by Dreadmaster Errtu »

Hah! It's a sharp, dirty Q-tip! Seriously, though, I did the same thing as Negrodomous. And min came out fine. It's just they look damned fugly.

That looks like the sword animation, and I don't think the guy would change it for a little marksman mod. My $.02
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Post by Vernon »

Did you hear me say it was good? Didn't think so. :P And FYI, Marksman Mod is not what I would call a small mod.

This is what Marksman Mod 1.4 does:
Adds a shop to the Canalworks of Vivec's Hlaalu canton featuring:

Glass cases
Many traps
Secret stuff
Masses of weapons
*Working* target dummies.

A significant change to longbow related combat: stopping and taking aim will improve your accuracy and damage, but on the other hand weak players cannot hold the bow taut without losing fatigue. There are many subtleties to this, and dedicated marksmen may need to widen their stat pool.

A few new classes.

Unique NPC with new textures.

New sounds/music.

Improved quality bow/arrow sounds

More monsters - guarding chests - holding weapons scattered across the island.

Adds a few NPCs across the island.

Raises projectile recovery odds to 80%

All Weapons with MM installed (ascending order of power):

Arrows

Materials:

Corkbulb
Chitin
Iron
Wood
Steel
Bonemold
Ash - hurts magical creatures
Silver - hurts magical creatures
Redwood - hurts magical creatures
Gold - hurts magical creatures
Elven - hurts magical creatures
Adamantium
Glass - hurts magical creatures
Ebony - hurts magical creatures
Daedric - hurts magical creatures

Variants:

Training (very weak, minor healing enchantment)

Bolts

Materials:

Corkbulb
Wood
Iron
Steel
Ash - hurts magical creatures
Bonemold
Redwood - hurts magical creatures
Orcish - hurts magical creatures
Silver - hurts magical creatures
Gold - hurts magical creatures
Dwarven - hurts magical creatures
Adamantium

Shortbows

Materials:

Chitin - basic, weak.
Iron - basic, weak
Steel - most common, fairly powerful
Silver - similar power, faster, hurts magical creatures
Elven - stronger, faster, hurts magical creatures
Adamantium - stronger still
Glass - stronger still, normal speed, hurts magical creatures, good enchantment capacity

Variants:

Weak: less powerful, breaks faster, cheaper
Swift: fires significantly faster, breaks faster, more expensive
Training (very weak)

Longbows

Materials:

Wood - basic, weak
Iron - basic, weak
Imperial - higher base damage than steel, lower max damage
Steel - most common, average
Ash - very weak, very fast, hurts magical creatures
Nordic - stronger than steel
Bonemold - powerful
Redwood - weak, fast, good enchantment capacity, hurts magical creatures
Adamantium - powerful
Glass - powerful, light, hurts magical creatures
Ebony - extremely enchantable, very powerful, hurts magical creatures
Daedric - most powerful, hurts magical creatures

Variants:

Poor Quality: weak, breaks quickly
Stiff: slower speed
Crude: very poor weapon
Siege Bow: slow but extremely powerful
Battle Bow: powerful, enchantable, hurts magical creatures
Light: weaker but faster
Tower/Warbow: extremely slow and powerful, requires great strength

Crossbows

Materials:

Wood - basic, weak
Iron - basic, weak
Steel - most common, average
Ash - very weak, very fast, hurts magical creatures
Redwood - weak, fast, good enchantment capacity, hurts magical creatures
Dwarven - powerful, hurts magical creatures
Elven - light, fast firing, breaks easily, good enchantment, hurts magical creatures
Orcish - very powerful, hurts magical creatures, requires great strength
Adamantium - powerful
Ebony - extremely enchantable, very powerful, hurts magical creatures

Variants:

Weak: less powerful, breaks faster, cheaper
Rusty: as above but slower, applies to metal weapons
Fortified: slow, very powerful
Heavy: as above, less dramatic difference in speed/power
Light: opposite of heavy

Throwing Knives

Materials:

Iron
Steel
Glass - hurts magical creatures
Ebony - hurts magical creatures
Daedric - hurts magical creatures
Sapphire - hurts magical creatures
Ruby - hurts magical creatures
Amber - hurts magical creatures, very enchantable
Diamond - hurts magical creatures

Throwing Stars

Materials:

Chitin
Steel
Silver - hurts magical creatures
Glass - hurts magical creatures
Adamantium - hurts magical creatures
Ebony - hurts magical creatures
Daedric - hurts magical creatures

Darts

Materials:

Iron
Steel
Silver - hurts magical creatures
Glass - hurts magical creatures
Ebony - hurts magical creatures
Daedric - hurts magical creatures

Discs

Materials:

Iron
Steel
Dwarven - hurts magical creatures
Glass - hurts magical creatures

Throwing Hammers

Materials:

Iron
Steel
Dwarven - hurts magical creatures
Granite - hurts magical creatures

Throwing Axes

Materials:

Iron
Steel
Nordic
Glass - hurts magical creatures
Adamantium - hurts magical creatures

Javelins

Materials:

Iron
Steel
Dwarven - hurts magical creatures

Miscellaenea

Throwing Potions (10)
Elemental Stones (5)
Rocks (9)
Coins (3)
Ornate Weapons (5)
Enchanted Throwing Weapons (5 new)
Enchanted Dwemer Bolts (3 new)
Enchanted Arrows (24 new)
Fletching Kits (3)
Raw Materials / Ingredients (5 new)
Dwemer Bolt Machine
Channeler's Spear of Escape
Ability to throw Daedric Crescent
Bag of Plenty
Bag of Fortune
Potion Phials (2, mix Throwing Potions)

Apparel/Armor

Fur Helm of the Far South
Marksman's Shield Bracer
Marksman's Torch Bracer
Night Leather Skirt
Phoenix Nest
Molag Bal's Ring of Curses
Ring of Called Shot
Grounded Feet

Spells

Bound Bow of Arrow Conjuration

Several 'easter egg' weapons to be found...... (about 8 in total)

Unique Weapons

Arrow of Darkness

Adamantium Demon Longbow
Assasin's Longbow
Auriel's Bow
Blightwood Longbow
Bonebiter Bow of Sul-Senipul
Bow of Night
Bow of Secrets
Bow of Shadows
Bow of Souls
Bow of the Forest
Flamewood Longbow
Frostwood Longbow
Mehrune's Bow of Ice
Nordic Longbow of Frost
Orc Hair Longbow
Ornate Gold Shortbow
Radiant Arch of Brilliance
Shortbow of Sanguine Sureflight
Skeletal Longbow

Boltthrower
Crossbow of the Ascended
Crossbow of Vitality
Cursed Crossbow of the Nymph
Ornate Golden Crossbow
Royal Crossbow
Stormbringer

Disc of Desert Skies
Dart of Endless Bleeding
Dart of Judgement
Dwarven Hammer of Light (boomerang)
Molag Bal's Cursed Drinker (boomerang)
Nordic Axe of Fate
Phoenix Star (boomerang)
Spider's Embrace
Tainted Willowflower Disc
Throwing Axe of the Vampire
Throwing Hammer of Impact
Throwing Knife of Freezing

Creatures

A handful of uniques
Skeletal Rangers (must use levelled list merger)
welp
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Negrodomous
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Post by Negrodomous »

WOW, that's a lot for a "marksman mod" :shock:
(i love ctrl+c and ctrl+v) :)
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Dreadmaster Errtu
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Post by Dreadmaster Errtu »

Oh.

I'm sorry. I was mistaken. Oopsy doodle.
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Negrodomous
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Post by Negrodomous »

I'm sorry. I was mistaken. Oopsy doodle.
:lol:

so why is the spear upside down?
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Post by sirwootalot123 »

Because writing insanely small is fun. On a more serious note, I dont think its possible to add throwable things without new animations.
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Post by Guest »

Agreed. New animations are a must if we will add javelins. And yeah, I DO have 20/20 vision.
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Post by dedricarcher »

thats a good idea i guess but the spears would be quite cumbersome and would be too much to carry around

still standing its a great idea
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punkfiveo
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Post by punkfiveo »

well i find it rather odd that this mod didn't go through because I myself created throwing spears and they looked fine. (while holding AND flying through the air. Even the throwing animation, I found, had nothing wrong with it.) I have absolutely no Morrowind scripting skills but I managed to make myself throwing axes, throwing swords and throwing spears. They all seemed to look acceptable.

One more thing...

Javelins in roman times were made to last only one throw, as they were hollow at the point and bended easily. Why did they do this? To prevent the enemy from throwing them back if they missed.

So, why aren't we making Javelins again?
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