RPS Weapons
From RPSWiki
RPS Weaponry is unique and contains many features not available with other systems. While RPS does concentrate on a full role play experience, rather than just on being a combat system, combat is not ignored. In fact, it is more highly developed than in most other systems -- even those concentrating only on combat.
RPS Weapon Features
- All RPS Weapons are declared by type, with their stats recorded on the RPS Weapons page of the main website.
- RPS Weapons have several stats: Primary and possibly Secondary damage, stat cost/attack, size (determining 1 handed, 2 handed, or off-handed weapon), range, speed, and, where appropriate, reload time and ammo-clip size.
- RPS Supports a true 'dual-wield' system in which each weapon (or weapon and shield) are operated independently and do their own damage. This system is much more advanced and accurate than the majority of other systems, which simply record a single attack/damage for dual weapons.
- All weapons are uniquely balanced and can be, if necessary, rebalanced on the fly without need for weapon or script updates. This feature allows all players and environment owners to rest easy in knowing that the system will never become grossly unbalanced or uncompetitive.
- All RPS weapons respond to player skill levels. A player with a high rank in a weapon related skill will find their damage capability enhanced.
- All RPS weapons are scripted with dynamic damage, meaning that the damage done by a weapon each hit is randomized. A player may swing their sword and hit for 15 damage one time, then 7 the next swing, and 12 the next. This randomization is more in line with pen and paper and MMO type role playing games and, in addition to allowing for critical and glancing blows, adds some excitement to every combat encounter.
- All weapons respond to player 'status' in that they detect whether a player is fatigued, defeated, or in a normal state. Weapons will not damage others if a player is defeated, will do half damage when a player is fatigued, and will act normally when a player is in a normal state.
- All weapons are enabled only in areas where they are era-appropriate. If a player is wielding a handgun and teleports to an RPS medieval role play area, that handgun will disable while in the area (and re-enable once the area has been left). This feature is a tremendous 'griefer' deterrent.
- Ranged weapons can be set by environment owners to have a limited amount of 'total ammo' that may be expended before the user must use a portable ammo-pack or return to a central ammo depot to refill. Limited ammo creates enhanced realism, cuts down on players who would spray an area with bullets non-stop otherwise, and adds excitement to ranged combat.
RPS Weapon Stats
- All RPS Weapons have a Primary Damage stat that relays how much potential damage per attack they will cause as well as to which RPS stat the damage will be caused (Health is the most common, but Physical, Mental, and Social are also possible).
- Some RPS Weapons have a Secondary Damage stat that causes extra or separate damage to a second RPS stat. Secondary damage is usually caused to Physical, Mental, or Social - but can sometimes be caused to Health.
- All RPS Weapons have a stat-cost, which represents the number of points that will be reduced from a players relevant stat (usually Physical, but sometimes Mental or Social) when attacking with the weapon. Should a player expend their entire stat during combat (through multiple attacks, having their stat drained, or other methods), the player will become fatigued and their weapon will become less effective.
- All RPS Weapons have a speed, representing the delay in seconds required between attacks. Harder hitting weapons attack more slowly, while lighter hitting weapons attack more quickly.
- All RPS Weapons have a range. For melee weapons, this range represents the reach of the weapon in meters. Larger weapons will have a longer range, while shorter weapons will require a combatant to move in closer in order to hit. For ranged weapons, this range represents the distance in meters that the bullet will travel before it self-destructs. With this feature, throwing daggers are capable of having a significantly shorter range than sniper rifles without having to be made completely ineffective through reduced velocity.
- Ranged weapons have a clip-size, indicating how many attacks may be made before being required to reload. Clip-size is different from total ammo, in that clips reload from the total ammo available. As such, it's very possible for an individual to go through 3, 5, or 10 clips before running out of ammo and being required to visit an ammo depot.
- Ranged weapons have a reload time, indicating the delay in seconds a player will need to wait while reloading their clip.
- All weapons have an era rating, marking the earliest era in which they become usable. All weapons are usable in their own era and all eras 'more modern'. For example, a longsword is valid in both a Medieval and Modern era, but while a pistol is valid in a Modern era, it is not valid in a Medieval era.
RPS Weapon Commands
(The following commands are default weapon commands. Some weapons may contain additional features).
/99 draw --> Will draw your weapon, and both weapons at once if dual wielding
/99 drawmain --> Will draw only your main hand weapon
/99 drawoffhand --> Will draw only your offhand weapon
/99 sheath, /99 holster --> Either command will holster your weapon, and both weapons at once if dual wielding
/99 sheathmain, /99 holstermain --> Either command will holster your main hand weapon
/99 sheathoffhand, /99 holsteroffhand --> Either command will holster your offhand weapon
/99 reporton --> Will cause your weapon to report the amount of damage for which it is potentially hitting. Whether you actually hit with your weapon or not is another story altogether and not tracked by this feature.
/99 reportoff --> Will turn potential damage reporting off
/99 reload --> Will reload your weapon clip if using a ranged weapon

