CotE Decision

This is a relatively short post, but it is something I would like all of your input on. I have changed various things as I am going progressing in the story, mainly because it is Volume 1 so it serves as the foundation for the entire series.

I am currently getting further through Volume 1 and have come across a decision that needs to be decided upon. The energy/ion weapons. I haven’t really included them at all in the story since the beginning of the novel. Should they stay, and become a part of the novel during the latter half, or be removed? Leave a comment below sharing your thoughts on the matter.

This series is aimed at a Victorian Steampunk setting so I have the inclination that perhaps they don’t fit in. I can still have a form of rail gun within the novel by having a positive charged barrel when firing, arcs of electricity jumping off the barrel tip instead of a muzzle flash and all the fancy fireworks still.

P.s. I’ll remove this post after the decision is made to avoid clutter on the homepage.

40 Comments

  1. Well, you already have guns being the first weapons the kids use, and have shown that you can element enchant the guns/bullets. So an electric charge for guns absolutely makes sense based on what we’ve seen so far. What I’d honestly be more curious about, is if melee weapons have any place in this world. Once you switch to having people use guns, its very difficult to have any melee weapons be comparable without artificially boosting them.

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    1. I’d imagine that there are advantages to both; you might be attacked close range, or spot a enemy at a distance. Melee weapons can target fast moving targets better, and such. The ammo problem could be bad in battles as well, and with melee you could launch less frequent larger damage AOE magic attacks along with a blade, and they could be enchanted, rather than wasting constant mana on elemental bullets. I imagine both will have their place, And in teams there will probably be the standard composition – mage focused people, range DPS, melee, etc.

      Besides that fact, they are all still level 1-2, but later stat requirements will be on weapons, and it will be best to focus on a certain build. For example (can’t remember the stat list off the top of my head, sorry) strength and endurance for melee, wisdom and intelligence for mage, and such builds.

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  2. it’s a world simulation, why not?
    This being said, would a weapon like that effective in combat that some part of the population used it extensively?

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  3. If its energy based weapon I would highly recomend putting them in melee weapons and no im not talking about beam sabre like star wars and stuff [but that would be soo cool!]

    what im talking about is kinda like the beam blade from a gundam seed where there is a combination of Material blade at the reverse end edge and at the tip while the actual beam is only at the bladed edge or it can be something like the photon blades from phantasy star series

    since the bullet them selves are are all already multi elemental or can be charged by elements to change attributes

    so in short melee weapons need something that can do massive damage at a single slash/bash/pierce
    because again using CQC is HIGH risk HIGH return it has to have the higher output damage for that so there is an incentive for people who would like to get their hands dirty

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    1. Eh, for the ‘massive damage hits’, melee skills and elemental melee attacks could contribute to that. I see it more going the way of a advanced magi-tech world, than a hyper technology world. For example, electricity, or lightning, could be a ‘element’ in the world, and could be used to enchant hits and cast spells, and some weapons could be developed to channel that type of mana, rather than actual tech weapons. However, steampunk is the way to go, for rail gun style weapons, if you have read clockwork on RRL, then you can imagine it. Very high pressure steam rail guns, and that sort of thing, with a magical twist perhaps – such as elemental-styled ones, and it could even be it’s own class, with it’s own higher branches of alchemy. I say not actual futuristic technology, but tech that has advanced in the direction of magic, to utilise mana rather than other power sources, and also less sci-fi, than magic

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      1. Good point there but then again wont it be better to add melee attachments to the actual guns them selves instead?? kinda like a gunblade/gunslash or bayonets/hammerhead on the guns them selves? which would kinda look a bit more practical but then again its a steam punk advance magi-tech story so I am not really sure but then our mention it already that they can just snipe enemies far away and if they come closer they can just use melee but again that is for solo builds/players what about people who dedicated for melee and and stuff

        also about stat build in most MMOs

        Stregnth = Physical attack damage and total weight carry limit
        Vitality/Endurance = Physical health pool and natural defense ability and stamina and stamina regeneration?
        Dexterity = Accuracy , chant speed and some attack speed
        Agility = movement speed , dodge ability and major attack speed
        Intelligence = Magical Attack damage and mana pool
        Wisdom = Mana pool , Natural magical defence and Mana regeneration?
        Luck = should be a random value between 0-100 were in 100 is max and you literally can win a lottery with just 2 tries

        hopefully this help or im pretty sure you already know about it

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        1. Yeah, I know about the standard stat pool, but I couldn’t remember if COTE had all of the normal stats or just some of them.

          On your point at the top of your comment, that might work, but if they were a ranged build player, how much damage would they actually do with a bayonet? Dexterity is often a main stat for those builds, wouldn’t something like a standard knife be better? Considering that their dexterity stat might boost their knife skills. (Depending on what knife, what world, etc)

          Aaannnnd we are now completely off-topic xD

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          1. Why not just make Stats Be trainable like I mean literally rather than levelling up and putting stuff on stats why not just make levelling up as a just level up?

            what im trying to say is that rather than accumulating stat points to bolster specific stats why not make it so that Leveling up will increase your stats in a way that it will increase them in a more spread like manner from lvl 1 till lvl 10 and then on your stat will have large variance depending on how you make use of weapons magics and and in short HOW you live your life inside the game

            and in making so wouldn’t it be a bit less hassle on picking stat you want since they area all trainable by the stuff you do all day

            and also if I make a suggestion why not make all energy based weapons all class usable?
            I mean Laser and beam type projectiles does not have any recoils since well its a super heated beam of light making it user friendly

            and making plasma blade attachments to guns would be quite nice think about it Dual Weilding a pistol/sidearm then when enemies comes to close activate the plasma blade attachment then boom your a DUAL Plasma Blade wielding badass >_<

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  4. Create like half techno half magic items so it fits into the story easily. It can always be a cross if you can’t seem to decide on one.

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  5. I just read CotE, and well i bought all five of end online and then i discover your website, anyways in the issue of the energy weapons and ion weapons, energy weapons can be in the world no issue, plasma and lasers are not necessarily at odds with a fantasy world, laser could be a skill derived of light manipulation, while plasma can be a skill derived from fire manipulation, ion weapons on the other hand is a bit tougher not because it cannot be created since physically is just an extension of electric manipulation, but its the point of what would be the point? if there are high level dungeons with high end mechanical monsters who have electronics, yeah having ion weapons could be useful, having stun weapons is not out of the question since its also just electric manipulation, if you have all 3 basic skills on your setting and seeing how you already talked about engraving on weapons all 3 are possible

    You could do a gun with a high level skill fire engraving who is essentially a plasma gun, another with a high end light modification skill who ends up being a laser gun and another gun engraved with a high end electrical skill would be a stun gun, big difference between stun guns and ion guns is just the kind of electrical charge, stun guns are designed to overload the nervous system of humans and if you keep it at reasonable levels it will stun them (if you go overboard you will kill them) ion guns use a different kind of electrical charge that it is more effective to overload silicon circuits and other kinds of electronics, stun guns can become improvised ion guns but since they are designed for organics the frequency and charge of electricity would not be corrects in other words and in terms of gaming, a stun gun would have a penalty if it is tried to use as an ion gun, the same for an ion gun that is tried to use as a stun gun.

    Working on your system all energy weapons could exists as modifications of currents basic elemental skills,the big question for you is if you want to create any backstory for them so that they are present in the world from the get go, or if you want to introduce them as creations of our main character who appears to have talent in “crafting skills”

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  6. I have a couple suggestions.

    On the railguns. Have them be the big seige weapons. Maybe have them be two massive metal beams on an old school steam-driven or drake-pulled wooden wagon, powered by a team of mages using elecrical alchemy and firing slugs made by earth alchemy masters. They would be good for conflicts between cities or blasting bigger monsters during high level quests. Maybe have smaller 2 man ones for squad uses, but need 1 earth/metal alchemy user and 1 electric to work.

    On Ion weapons. I think these should be very rare and do mana damage. Maybe slight physical but mostly mana.

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    1. You could also have beam weapons (lasers) that do very little damage at first but the damage multiplies the longer the beam stays on target and damage resets on the first miss. Be hard to use 1 on 1 but great for squad tactics, could makeup for his lack of magic talent. Could use crystals for lenses and mana packs as ammo to keep it steam-punky.

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  7. if your going to make a rail gun utilizing electricity why not make certain types of guns for each element, eg have shotguns that need fire magic and then develop it with explosive rounds, machine guns/mini guns that have massive magazines and need earth magic that can withstand the kick and snipers rifles with water magic combined with bullet penetration (ice bullets are a good building block already) this way you can you can tie in magic and the steampunck idea and have electricity unique magic or combination of magic skills for the main character.

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  8. also on a better note why not just make beam/energy weapon a not a class category on its own rather somewhat middle to high tier versions of magic induced weapon enchantments or guntypes or we cant based it of like in Gun Gale Online from SAO series

    where in energy based weapon doo more damage to living organism while lead goods against pvp or non living organism like drones and stuff that ran amok

    or just make energy based weapon REALLY REALLY effective to a range of enemies that’s its more practical to hunt it with energy weapon that magically enhanced bullet

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  9. Based on everything I have read thus far, the book and comments, I do not think that the energy or ion type weapons fit with the genre or story.

    You have the ice bullets, and each other branch of magic can have a corresponding bullet. Also there is the crafting element where magical attributes can be inscribed upon a weapon, so if you felt so inclined you could ascribe fire and wind for a lightning effect on a weapon, fire itself for plasma damage being added to the bullet, or any other combination thereof.

    In a world where magic and technology are fused and used synonymously purely energy or technological based weapons don’t seem to fit, while a fusion of the two reads better and opens new areas to be explored in crafting and experimentation.

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  10. Arguably the best example of an “ion” weapon being used in an MMORPG setting is the Photon Sword from GGO(Sword Art Online Season 2). It works for him, being able to specialize in melee attacks, but I feel that it would be a mostly unused weapon in COTE. It would also hurt the entire steampunk feel, which I’ve been really enjoying up to this point.

    If you really want to move beyond physical weapons, perhaps an item like an “alchemy sword” could be created, which would allow the user to project their alchemy into a bladed form. This could allow for some interesting sword abilities, if that’s a direction you want to go.

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    1. Actually, I quite like that idea, and it would fit in with the magic-ey, steampunk-ey theme. Perhaps alchemy enchantment could also come in; condensing alchemy formulae onto a object so you can use it by just pouring in mana, rather than actually knowing the formulae. For example, a glove with ‘ice spear’ on it, where a ordinary person who is unskilled at alchemy can condense a more advanced ice spear and throw it. Perhaps a greater mana cost if you don’t understand the formula and a decreased cost of you do (compared to the un-assisted version). That could also add in Regal’s crafting abilities, to create his own interesting enchantment combos.

      By the way, I have been curious, but if you max out a alchemy or level it up high enough, is there a stage where you can create your own alchemy? Perhaps through your understanding of advanced alchemy formulae, you could edit existing formulae or create your own. In my opinion that would be cool for Regal later on, especially if there is enchanting of sorts, as he could create his own enchantments and set up traps and such through the use of them.

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      1. I for one know that if you master a technique in real life ofcourse you have to improve upon it like making stuff to be easier to be taught to others adding in an originality and stuff like that because if you just master a technique and let it sit like that that’s called skill stagnation which usually applies in most MMO unlike in SAO 3rd season’s mother Rosario where in they can master techniques and even pass it on but even improve upon it

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  11. I would like to see them I feel like they could add a cool aspect to the story, a different way to fight and add a new thought process during them

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  12. I would suggest keeping it to elemental ammunition. You’ve already set the foundation for it, and it can be built upon, i.e., if you want more powerful ammunition later on it can be through some sort of alchemy.

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