Fixes https://github.com/Terasology/LightAndShadow/issues/248
This PR removes all weapons from starting inventory. It makes weapons purchaseable and attempts to balance them a bit better.
We do have different dimensions along which we can assess the (combat) value of a weapon:
range
damage
ammo requirements
cooldown
Weapon
Range
Ammo?
Damage
Cooldown
Time to Kill
Value
Sword
2
no
20-30
500
2000
50
Waraxe
2
no
40-60
1000
2000
50
Staff (Fireball)
long
infinite
10
300
3000
50
Spear (Melee)
4
no
20-30
1000
4000
50
Spear (Throw)
long
yes (self)
100
100 (slot change)
100
50
Crossbow (Arrows)
long
finite
20
200
1000
30 (1 per arrow)
Time to kill is ceil(playerMaxHealth / damage) * cooldown with playerMaxHealth = 100.
Starting money for players is 100.
Melee weapons - sword, axe (, staff, spear)
Con: need to get close to enemy
Pro: acceptable to high damage
Ranged, ammo-less weapons - staff (fireball)
Con: low damage, hard to hit opponent
Pro: endless ammo, acceptable cooldown, long range
Fixes https://github.com/Terasology/LightAndShadow/issues/248 This PR removes all weapons from starting inventory. It makes weapons purchaseable and attempts to balance them a bit better. We do have different dimensions along which we can assess the (combat) value of a weapon:
Time to kill is
ceil(playerMaxHealth / damage) * cooldown
withplayerMaxHealth = 100
. Starting money for players is 100.Melee weapons - sword, axe (, staff, spear)
Ranged, ammo-less weapons - staff (fireball)
Ranged, ammo-requiring weapons - Crossbow (arrows)
Ranged, pick-up weapons - Spear (throw)