I think having tons of swords isn't a bad idea,depending on how you handle it.I have about 130 swords in my game so far and will probabaly make alot more.The way I made them so they weren't repetitive was to make different swords for different chars.Your female thief can use swords up to the Longsword class whereas your paladin can use swords up to the broadsword class.Then you could make requirements like I did by making it so if your strength is above 90 you can use broadsword.You could even throw in more prerequisites like no using evil-alignment swords if you have a good alignment.In the end though I agree with Bluecube in that if your weapons are numbering in the hundreds with little difference between them,the fun and intrigue factor is lost.
He was saying 300 swords for one character, not spaced out in classes/alignment etc. You'd end up with 300 swords for your samurai character guy alone, and if you had that weapon, you can equip it. His numbers show a total 653 weapons..
It's another thing to have 100 weapons, but each character can only equip 25 of the total, and only 15 if they're good or evil (assuming 5 "neutral" weapons that anyone can equip, and 10 of each alignment). THAT allows for each new upgrade to actually mean something, not "oh boy I can do 1 more damage to that cave bat now!"
I'm going to have to agree. Most of the games I can think of only had... say... 5-15 "everyone weapons" and around 10 weapons for each specific character.
D3V said:
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Yeah the only way you could really make a ton of weps like that work is if you used a diablolike system where when you found a wep,it generated a random set of abilities.