But, like many good games and RPGs especially - we still need weapons and the having of a weapon change system to contriute to the ever-changing experience of the game. Game developers need to have a good look at how they can stop thier players getting bored.
(Somebody needed to tell the guys at THQ and Volition this when they were developing 'Summoner')
Creation and modifications based on character's ability levels
We won't be having statistical systems here, like before said. If this is the case then my idea of having an Ultima Online weapon system goes straight out the window, then.
Our characters cannot change thier weapon themselves or modify them because if we don't have stats then our characters can, effectively create the ultimate weapon from the very beginning. This is of course, if we choose to give our characters abilities that can affect thier talent in building better weapons.
If our characters couldn't improve thier weapons through the level of thier skills, then they would have to have whole new abilities to allow them to improve thier weapons instead. Instead of levelling, they recieve whole new, better abilities. If this would be the case, we would have potentially hundreds of abilities that our characters would recieve individually (thats hundreds multiplied by ... 7?)
Before we know it we have a list of abilities that would make D&D look like a penguin wrapper joke - PATHETIC. Our character would only need to twitch and they'd learn a new ability.
Therefore, the self-modification idea is definately out of the picture (unfortunately).
Ladies and Gentlemen, I was planning on this post going into detail of all the pros and cons of weapon development systems I could think of. I only got as far as the first one. It is 11PM here and I should be getting on with college work. But, I'm tired. Not a good combo. I'm leaving the rest up to you guys...that is if Dev/Temp don't make the decision already.
>>Pleash add to this pleash!<<