User blog comment:Basilisk Centauri/RWBY Game: OC Creator or Not?/@comment-4010415-20140718030031/@comment-24198837-20140718054410

With weapons - I see a way to have a very simple, quite doable system.

Give us classes - aura warrior (Ren), Weapon master (Ruby, Blake, Yang) or Wizard (Weiss, Glynda, Velvet)

Wizards wouldhave the most bare-bones system, simply having to select what meele weapon to affix the dust-rotation-system to. However, the'd also have the most options in battle.

Aura warriors would fight mainly unarmed with thier Aura. Their weapons would be uber-simple, like Ren's bladed pistols. Essentially, you'd have the option to affix a meele attachment to a gun, and that's it. This way, while combat would be complex, weapon creation wouldn't.

Weapon masters would rely on their skill with their weapon. Their creation screen would be the most complex - choose a ranged weapon (bow, rifle, pistol, rocket, etc.), then choose a meele weapon (Sword, knife, hammer, mace, etc), and the game fuses them for you, complete with a fancy animation and everything. However, because we use the same base parts, you can have hundreds of personal choices while mainting simple gameplay. For example, say you have a selection of 20 ranged and 20 meele weapons. That's hundreds of personal weapons, however, because you can only use each form independently of the other, the game only has to register 40 weapons, not hundreds. Example - My personal sniper-broadsword would have the same sniper component as a sniper-sythe, while having the same broadsword component as a rocket-broadsword. The only thing you'd need to add is the hundreds of switching animations, but that's better than hundered or thousands of completely unique weapons with completely unique stats. If you've ever played Battlefield 4, you get my point.