Dual wield
From Neverend
1. Holstering and drawing weapons Certain accessories like belts, bandoliers (for rifles, crossbows, two-handed swords, heavy weapons, pikes, Robes and boots (for tiny weapons like daggers) will contain a slot to holster one or two weapons (one slot left, one right). Pretty much all current belts, bandoliers and boots will have this integrated as well as new holster- and sheath style accessories added. There can only be one or two weapons of the same weapon type holstered at once, in the case of two weapons, one for the right hand, another for the left hand (more on this in section 3.). Two weapons of a different kind (one one-handed sword and a pistol, for example) will not be allowed to be holstered at the same time. The holstered weapons will suffer no weapon switch delay when actually equipping them to your hand(s), unlike unholstered weapons from your inventory. The latter will still suffer from the current equipment delay. Using a command like /holsterright and /holsterleft will switch the respective weapon from holstered to equipped status and vice versa. The holstered weapons will be visible on the character’s body, unless they are located on the belt and a cloak or duster is worn over them to cover them up. There will be new animations to draw weapons from holsters/sheaths/belt clips.
- People will not run around everywhere with their weapons in hand anymore
- It will add the cool effect of having your weapon visibly holstered
- It will eliminate the weapon switch delay for holstered weapons
- There will be a certain flair coming with it that the game is currently missing
2. Auto-drawing holstered weapons In case you do not have a weapon equipped already, Holstered weapons will be drawn (equipped) automatically as soon as combat starts. They will also be automatically holster ed around 5 seconds after combat is finished. There will be a checkbox in the Options Menu to disable auto-drawing and –holstering weapons in combat, in case you prefer to do it manually.
- Provides all defenses of holding the respective weapon(s) in combat
- Gives you the option to still holster and equip your weapons manually
- Allows you to equip a non-holstered weapon or use your bare hands as soon as combat is initiated
3. Dual wielding weapons There will be a possibility for players to simultaneously equip two weapons of the same type that usually only require one hand to operate (pistols, one-handed swords, thrown weapons), one in each hand. This can only be done if both weapons are holstered and of the same weapon type (see section 1. and 2.) to prevent problems with weapon switching. Only masters of the weapon type used will have the certification to use two weapons of that very kind effectively at once. When non-masters of that kind are dual-wielding, the weapon in their non-dominant hand will act as uncertified weapon and the speed of both weapons together will be that of the weapon in the stronger/dominant hand. Dual wielding weapons will substantially lower the accuracy and perhaps even slightly increase the defensive bonus against melee attacks. Weapon speed will be the average of both weapons (for masters of the weapon type used only), while damage will be handled as if both weapons are fired at the same time, perhaps with a slight reduction. Special move costs will be doubled.
- Adds the cool effect of dual-wielding
- Only true masters of a weapon will be able to do this which will encourage masteries of weaponry
- Adds the effect of using the second weapon to parry melee attacks
4. Choice of dominant hand Give every character a choice of being either right- or left-handed and thus determine which of the character's hands is dominant and which one is non-dominant.
- Allows people to create and roleplay left-handed characters and thus creates more diversity between them
