Spear(s)

So I saw that art and it gave me the idea about spear(s) as an ingame weapon. I'm not a tallanted artist/3d modeller, so you won't have a design from me, but Uunimods art is pretty good.
On the idea. The spear will deal piercing damage and will have a 3 hit combo. A wide swing that doesn't move player, lunge forward that moves the player half/full block and the third hit is a 360 degrees spin that doesn't move/moves player half a block. The charge will be one powerfull lunge forward that moves the player 2/3 blocks and as the knight thrusts out the spear, 2 slightly smaller spears appear next to it (all do the same damage). You drag all the enemies you hit with you and at the end of the combo they get a middle-sized knockback. Also you deal damage during the whole movement.
If OOO decides to use the amazing design that Uunimod created. With the little coloured parts at the top of the spear, the different types of spears could have different effect. Blue light for normal damage spear with higher damage output than the others, red light for fire green/yellow/whitish-blue/slightly brighter blueish for poison/stun/freeze/shock spears. The effect ones as I stated have less damage output than the normal one to compensate for the effect.
That's all I can think of now, but if you have any questions/ideas, please post them :)

A little defense and a little diversity, so it's not too much like the flourish. I really don't like to use snarble/flourish swords, because of their strike combos.
About the charge, yes it would be nice against fiends. The dragging will require some tactic to know where to drag them and the knockback is mandatory. Without it, this will be suicidal charge. Dragging all the fiends and having no space between you and them at the end will render the charge more than useless. And it will also add something new to the game.
Well, you may be right I stated all of them, just as an example.

Just a heads' up if you haven't run the Legion of Almire danger mission, that picture is from an enemy in the game. Almirian Crusaders use those spears against us with a flourish-charge attack.
A 360 degree attack is a bad idea for a normal combo however. It's good for a charge attack, but 360 degrees is a huge advantage.
Also there is always an issue with "heavy" piercing swords, in that heavy swords are typically slower, and enemies weak to piercing are fast and/or dodgy. Without a proper attack combination the sword becomes fairly useless against its intended enemy.
The charging charge attack you give is a good idea. Charging into enemies and picking them up would work great. It should also have a high flinch rate. Essentially it could be a dreadnaunt attack with phantom spears increasing the overall attack radius of the charge.

It's not a heavy sword. It has a three-hit combo. And about the 360 end of the combo. It should be well balanced if it doesn't have as much knockback as the calibur line. Not as nearly as much. Probably half/one block of knockback for the 360 is enough nerfed to keep it from being overpowered.

Okay, not a heavy sword. As of right now, piercing swords already have a fast sword, but no heavy ones. Not sure what niche this would fill other than "not flourish".
You can still have a heavy sword with a three hit combo. The warmaster rocket hammer does that.
The 360 degree attack still wouldn't be the best idea. The third hit on a sword's combo always deals extra damage, and has the highest flinch capabilities. A 360 attack doesn't really follow that pattern, especially with no wind-up.
An alternative attack combo (that makes it differ from the flourish line) could be: first hit is a lunge forwards with a narrow damage radius, second hit the user takes a much larger step forwards and jabs the sword forwards with both hands(chance of inflicting status on second hit), third hit the user swipes the sword upwards into the air, causing a fair amount of knockback on the target and inflicting either stun or a status. This makes the spear much more of a precision weapon whereas the flourish remains a sort of "only use the first hit because it's a wide hit" sword.
Basically, the sword as stated right now is a straight upgrade to a flourish. It has a wide first attack, second is essentially the same, and the third hit does extra damage and hits everything around them. I can see a 360 degree attack working on a weapon like a whip, but on a spear, not so much, and especially not as an attack that finishes a combo.

Well, I want to make this thing an agile and quick sword (spear), but with wider combos. I don't really like the idea of "heavy" piercing swords, at least not for this one.
I really want to keep the original high speed, wider range attacks. To ballance it we could nerf that even more. The third hit of the final flourish, deals 25% more damage than the first and the second it's the same for the CIV. So let's say 25% is some basic number for 3hit combos. Yes, I agree the 360 is a lot of help, so it could deal only 7-10% more damage than the first and the second hit of the spear.
A 1 block of knockback for the 360 sounds much. But half a block doesn't sound that good either. Probably 3/4 of a block would be perfect.
*Or even 5%. It seems reasonable in percents. Dunno about it after the final calculations.

What I'm getting at is that there's no reason for a sword like this to exist while the flourish does. Flourish has a wide hit on the first bit, then acts like the piercing-equivalent of a brandish(that is, good damage against a single enemy). Elemental swords have single target (faster) swords, and multiple targets (slower/heavy) swords. That's part of the balance in the weapon.
A fast sword with a wide range of affected area plays into a bit of the unbalanced area, for better or worse. This sword should also compliment the flourish, not overshadow it. As of right now, flourish is high speed high damage, smaller amounts of targets. If we extend those targets we need to reduce the high speed or the high damage. Lowering the speed would allow the weapon to be competitive, lowering damage makes it overall just less effective. It doesn't have to be that slow (such as the troika line), but it shouldn't be as fast as a flourish.
Basically what I'm saying is you want to create an elemental calibur to compete with the brandish without balancing the weapon so brandishes are still relevant(ignoring charge attacks). That is, Fang of Vog is a great elemental calibur, as it's designed to be heavier hitting and inflict status. Brandish (before its buff) had a competitor there. You could have the same combo, but one is slower and can inflict fire, whereas the other is faster but cannot inflict status.
I'm saying to create the Fang of Vog equivalent to the flourish instead of another flourish with a slight attack change. We already have that, and it's called the snarble barb.

If it did shadow or elemental that would certainly get players interested but for a fast pierce sword (like Fangel said) we already have the Flourishes and they are pretty reliable.

why not have a slow pierce sword that does more damage and just only have two swings like the heavy swords and have it hit multiple targets. The first swing could be a wide swipe hitting multiple targets then the second dedicated lunge that pulls the player forward like the hammer but with more knock-back after the lunge and the animation can show the lunge pushing towards one target then knight pushes the spear further forward but not his body pushing the target even further away providing distance from the target and the knight (which is the difference between spears and rapiers is that one uses very close combat while the other tries to keep the distance advantage which is more mid range combat). But sense this is a devoted lunge, the knight will then be paused in one place for one second without moving then be able to move. The charge can be the knight doing one upper swing from the ground to the sky, then doing 6 to 12 continuous strikes like a cutter but not moving from his position, just striking in one place with a finisher of the knight pushing an air wave like the brandishes but in the shape of a spear straight forward through the target (This wave would look similar to the Callahan charge but smaller and spear like). This air wave will be able to go through enemies and break blocks in the way piercing right through, but will not be able to travel where there is no ground like the brandish charges. As long as we create a reason and balance it out (just like the pets), i don't see why it cannot be in the game. But you are right that it cannot copy the combo that the flourish type swords already have or it will just be another flourish.

It's unlikely that my opinion would be changed, as it is for yours. especially for the charge mechanics! :D I said what arguments I had to defend my position. The last thing, I could say is that, it would be a perfect compromise if there are two kinds of spears. A faster, low damage one(s)* and a slow high damage one(s)**. The also could be versions with shadow or elemental of these. I think that would make everyone happy.
The thing I'm really not able to back off is the charge mechanic. But it doesn't look like I will need to, luckily. If you agree with me for the two types of spears, IMO the slow one should have a wider charge.
*With the combo I suggested
**With one of the combos you suggest

Great! :D And may I ask, how do you write a post without a subject?

It's plain magic.
--It's based on the Gran Faust so I made it more fitting for a Trojan than a Spiral Knight.
This one's based on the Leviathan Blade
I'm going to 2 more(1 with 4 variants and another with 2 variants) tomorrow.

Sketchup, 3ds max, or Maya?
@ Bladaxt
I got a slow pierce sword
http://forums.spiralknights.com/en/node/106312

It's sort of like a (Elemental) Calibur and Flourish had a child? Concerns about the similarity to the latter have already been expressed. It's a good idea, but the whole lunging/thrusting idea is overused. Also, nice art, Dahall.

@Dahall: those spear models look awesome. i like the design and the color shading. There very nice, but i can see a bit of too many similarities to them like the brandish swords (which the colors are just switched around). I feel like some of them needs to be more unique in appearance wise. Like the design models are good, but like most weapons in sk that level up (example:the pulsar), they usually have parts added to them little by little to make the final 5 star version. Is there a way you can make a 2 or 3 star version of a spear and show me a 5 star level comparison (just asking, you don't have to do it)?
Also, there are many types of spears in history if you Google up some spear images, i think a more thrusting spear needs to be made or a spear that has a small hatchet at the head for more varied flavor. I feel most of the spear models you made feel more like sabers that have more of a slashing function then stabbing/thrusting. I feel too many weapons in sk have too many similarities in looks and function, so having more varied looks at least will give the weapon a lure besides the actual function.
@Xxpapaya: You might be right about the lunging/thrusting, but spears are made to do just that (lunge and thrust to kill the enemy at a safe distance so the user does not get injured). I can't think of a better function for the spear to be used to effectively take out an enemy, i can't apply any other functions to any attack animation i can virtually think of besides thrusting/lunging. I know swiping/slashing is one way it can be used, but using that more then once with a spear that is longer then a sword will leave the user open to many attacks. A bashing attack from over head or from the ground going sky wards is not bad, but takes too long to start/rev up those attacks for a continuous fast pace combo. So the thrusting/lungin attack can give the user a fast pace combo with a good fast pace finisher (like how a boxer does quick left punches with a good right thrust black out k.o finish).
I can only think of one more attack that can be performed with a light pointy weapon that is made to thrust is to bend the attack in mid attack from the original place it was going to lend. Something like i was going to attack up, but then i bend my attack to go down. But i can't imagine a pear doing that, i feel a rapier has more of chance to do that. And i can't imagine a way for sk that is not 3d so does not have an up or down during attack patterns but more target location and attack affecting that target's area so that target receives damage for them to be able to program this skill into the game. So, yeah, simple is better if complex is too long or costly to make.
There is actually one more variation for spears to be use but this way is perform more by javelins then spears and this just might go against the rules that a hand weapon should not function as the way another type of weapon function there for making it a hybrid of both types (like the shard bomb). The other functions spears can do is the throwing lol. I would probably not incorporate this into it's normal attack if i were to put it as part of the spears attack prowess, but if the user where to have this as a charge attack where the knight can do a strong grip and power to throw the spear, it would become more like a bullet fired from a gun and should be able to cross distances where there is not land (sense this is a throw). I would not recommend it sense with the recent shard bomb change, sk has proven that they are trying their best to not add weapon that deter from their exact function, but if this were possible to include it into this new weapon spear design for sk, it would provide a good change to create different types of spears that have advantages and weaknesses. I can think a way for balancing this would be that the charging to the attack would take a bit longer then most weapons (the charge can be as slow as some wide range hard hitting bombs) and after the weapon has been released from the knight, the weapon will not re-appear to the user's hand for around 5 to 10 seconds (like the cool down rate for dashing). The weapons charge attack would be like the brandishes where it will travel the same or more amount of distance but will have little to no push-back (sense this is a piercing weapon). But will have considerable power and the new ability of the slug/Callahan type guns where it will pierce through the enemies it is passing through and a brand new ability called "shield penetration" where it will penetrate monsters that carry shields but only give 45-25% of its original damage where the monster not shielded. Also, during the first 2 to 3 seconds after the player has thrown this charge attack, the player will be stuck in that position (like the way we are stuck after being stunned by a vana's mace attack or by a trojan's smash attack). Sense this weapon is suppose to be a hybrid between a range and a melee combat type weapon, it's charge attack will be able to travel over distances that do not have ground.
The fact that OOO shy away from weapon that are hybrids (like the winmillion sense i do not see a 5 star version or shard bomb) feels a bit off because this is a fantasy themed game where they should be able to create any kind of creative weapon they want. But i do not know what is happening up top and what their reasons are. So all i can do is accept their decision but this will limit greatly new types of functions for future new weapons (such as letting the 5 star valiance gun do a slashing attack with it's 3rd shot and charge shot if they are close to the enemy or letting the new torto guns have a punching like attack when the gun lunging attack comes in contact with the monster/target or even letting the winmillion bullets cause saw like damage as the spinning bullets hit the enemies as it hits them). But we do still have some good hybrids like the sealed sword line sense those swords launched can travel over distances with no ground or the barbarous thorn blade that launches a barrage of spikes that act like bullets fired from a gun and i am glad the game hasn't removed the function of these beautiful weapons.

@Blandaxt
Perhaps a bit more uniqueness can be added to the thrust/lunge instead of a "I'm gonna impale this spear into your stomach" cliche sort of thing. Maybe the spear could be thrusted forward, followed by several turns of the head (the spear head, not your knight's XD), damaging people who are still in front.

When do we get the Iron Slug Spear?
(Yes, yes, I know that's not really a spear, but it does this too does that count?)

@Klipik-Forum
Due to my horrible internet, when I first loaded the second image (Deviantart is blocked where I am right now and I don't have a proxy >.<) I thought it was a crossbow that shoots spears.
Also, slugs.

@Xxpapaya: Lol, i seriously thought you were talking about the knight's head when you said followed by several turns. I was thinking why was the knights head turning during this attack lol.
I like your idea a lot, it reminds me of dragon's dogma. Please allow me to modify it.
I think the function of the weapon would work like this where the knight after the weapon has been fully charged up, does a short dash lunge at the target/ where it impales any target it the line of sight (a maximum of 3 targets can be impaled at the same time). After impaling the target/targets, the knight will quickly start a clock work spin to its utmost limit then immediately move to a counter clockwork spin which will then release the target/targets with a small amount of push back. During the clockwork spin, the target/targets that is captured by the spear will be continuously be damaged for every .5 -.3 seconds and will be continually flinched if the enemy that is being damaged is not large in mass like the lumbers or trojans and will also be kept in place like being trapped in ice. The trapped in ice ability will affect all regardless of mass type. Also during the clockwork spin and counter clockwork spin the knight will be held in place unable to move similar to the cutter charge attack until the attack function is done. During the initial clockwork spin, the attack will form an inwards tornado that will pull in any small in mass enemies like wolvers or robots nearby to the shredder. Any caught in the actual attack and not just the pull in time during the clockwork spin will receive damage, but not as much as the enemies that are impaled. After the clockwork spin has reached its full spin witch could be 2 to 2.5 seconds, the knight will immediately do a counter clockwork spin that will not only do more damage to the enemies caught in the tornado storm, but will be pushing any enemies not caught in the storm away from the user. This push-back though will be less then the pull of the clockwork spin and upon finishing the counter clockwork spin, the player will emit a strong push back to any surrounding enemies. The counter clockwork will last 2 - 2.5 seconds adding to a total of 4 to 5 second log attack. This push back will be on the level of a 3 star bomb explosion. Also to any enemies still alive after being through this long attack, they will be stun for 1 to 2 seconds. This of this spear as a hybrid between a spear and the Graviton vortex but with a small twist of dark retribution added. The version of the weapon i described is it's fully heated 5 star version. lower versions will have less effects then the fully 5 star version.
Now to mention the advantages of this attack and disadvantages and some effect this weapon has.
Advantages:
1. This weapon is pure melee effect where any monster that has a low mass will be at a great disadvantage against you because you have effect on that player/monster regardless of their position on the map/field of view (provided that they are not all the way across the map).
2. Any monster impaled by the spear will received considerable damage and will end up stunned at the end of the attack.
3. This weapon is good for controlling crowds similar to bombs.
4. This weapon allows for quick attacks similar to the flourish sense it's light (but i think all spear weapon should be limited to 2 swings to balance it out with the flourish unless there is another way for a flourish users to have an advantage against a spear user, i cannot think of any other way.)
5. During the spinning of the spear charge attack duration any turret like monster will not be able to target any player/players that is in a 2 block radius of the player using the attack. They also will also not be able to avert their focus on any other player during this charge attack.
6. Any enemies impaled by this attack will be stuck in their position as if trapped in ice and will not be able to move until the attack is finished.
7. Your push back effect at the end of the attack will free space for you to move on small areas that limit the areas for you to move like arena or compound levels.
8. Any turrets caught in this attack will be continually flinched during the attack and if they survive the attack, will be stunned for 2 to 3 seconds.
Disadvantages:
1. This attack like the flourish charge attack will keep the player in place for a considerable amount of time leaving them exposed to damage from moving enemies.
2. The spear clockwork pull (not the spin) can only be performed after impaling an enemy, so if no enemy is impaled, the pull effect will not occur. But any enemy foolish enough to walk into the spin will be caught and grounded and transferred to the counter clockwork spin and effect.
3. This weapon will affect the movement of the enemies from how they naturally move and will make it harder for your teammates to adjust and target enemies on the field.
4. This weapon does not affect turrets that are farther than 2 blocks away and you can be and will be targeted by these turrets while you are standing still for this attack.
5. During this attack's pull and push effect will not be affecting stationary enemies like the battlepods or turret like enemies.
6. Even though large enemies can be impaled, they cannot be flinched during the spin phase of the attack. Besides the first stab to impale them that will flinch them, they can still attack if they are facing towards you.
7. If you are interrupted during the lunging phase, you will be stunned for 1 second.
Well this is my thought for this attack when i saw you add the spin. I felt giving the spear the wind tornado effect match it accurately and giving the effects or push and pull are the same effects wind have when there is a vacuum in space or when there is a strong release of air. Tell me what you thing of it.

@Klipik-Forum: i seriously thought the same thing when i thought of spears that could have multiple functions lol, but then i thought, why not make the different functions an attack that hopefully can be somewhat balanced out.

Sure, I'll make their inferior versions and also try making them more unique(I'll have to try realistic changes to the brandish line(as in fire for example is better used to pierce and burn) as I can't think of anything to change).

@Dahall: What i mean by unique can be small changes in design like adding a symbol or a small difference like having an extra edge in front for shock while fire has a more gritting saw like blades or ice can have a clear like blade that looks like it can melt easily in a hot summer day. something like that.

@Blandaxt
Haha, CLOCKWORK spin XD
*Gets kicked off Cradle for bad puns*

Due to slow internet, I decided to work on the models first.
[Combustor]
[Nightblade with Acheron]
[Voltedge(more like mace)]
[Crappy Venom striker twinblade bonus]

@Dahall
You, my friend, deserve a cookie. TEACH ME HOW TO ART, MASTER <3

I really like em all especially the night blade, mace and venom striker. The most unique looking ones was the voltedge with a unique look that looks like it's a cannon and the venom striker that had two blades on both sides. Although i can argue that the venom striker is less spear like sense the reach is reduced because the user cannot grab the end of the spear and only the middle, It is still a very unique weapon very much like the night blade that has a scabbard in the game that is not usable and just there for aesthetic looks. I also wish the venom striker model you introduced van be it's own set of weapon like how a spear and a scythe have different uses but similar function. Anyway over all great job on these. By the way, we have some weapon in sk that have auras like the dread venom striker or the fang of vog. Can the programming tool your using to make these gear models create some sort of aura around the weapons you make?

I can make auras, but I don't know how to render them. Now that I think of it, I seemed to be using an unstable renderer.

I'd edit the post above but then it wouldn't ascend in the list.
Anyways, here's the farting version of the twinblade. Not my best work but at least it looks like it'll ward of any beast.

There could be that normal looking spears that have heavy combos and double-bladed sword-spears with my fast combo idea.
Also, great art Dahall. Especially the farting one. ;)

I was thinking of two kinds of spears that designate whether their heavy or fast.
- Lance:
The first class called lances which western knight and armor uses will be the hard heavy slow hitting spear that can do the tornado combo. (more related to the troika) Also one last functions that in another post we suggested for heavy weapons is that the user's attacks cannot be flinched unless hit by a charge attack or a large enemies attack like a trojan, lumber or boss attack like vana's smash (but not vana's fire trail attack which is not considered a heavy attack). So basically heavy weapon users like troika or this lance attacks cannot be flinched. I consider the sealed sword line and hammer weapons heavy, but because their attacks are not slow enough, they should have this ability.
http://en.wikipedia.org/wiki/Lance
This wiki link tells you why this name fits the functions and properties of this weapon.
- Spears/javelin:
Not as long as the lance, and not as heavy but has very fast combos. This one can do the combo i mentioned with very fast swings and a wave attack.
(more related to the flourish)
http://en.wikipedia.org/wiki/Spear
The spear can be more related to the flourish while the javelin can be more related to the cutter series with faster pace attacks but little damage on each hit but with the ability to throw the weapon and cause massive damage.
This wiki link will tell you why this name fits the function and properties of the spear and why it should have two classes where one for thrusting and the other for throwing.
Also one last thing. Sense we are talking about spears and long arms, i was thinking if OOO could design a monster that uses a different form of pole arm weapon.
- Pike/sarrisa: (
http://en.wikipedia.org/wiki/Pike_(weapon)
http://en.wikipedia.org/wiki/Sarissa )
This weapon seems like a great use when you want to send a wave of monsters at the knights all wielding this weapon. The enemies would have difficulty turning, but when amassed in a group, they would be a threat to any knight in the way of their charge. also giving them a shield but that is breakable would help toughen up their defense. Also giving them a no flinching ability while charging would also be a good balanced difficulty setting. I think undead base of these types of enemies would be great, but any family that can wield a weapon like the gremlins would be good. The only problem is that these types of attacks need space and i can only think of the deconstruction zones or places like when the wheels at vana stratums that have a good amount of space where these monsters can use this type of tactical attack.
I was also thinking of adding halberds to the list of weapons sense it's spear like, but i think excluding this weapon from normal players and giving it only to npc aiding would instead fit the bill. This way the npc soldiers can some how stand out when walking around haven or helping us in the clockworks sense they have a weapon that is versatile and very usable and only they can use.
http://en.wikipedia.org/wiki/Halberd
Edit: @Dahall:
{ Dahaal, about your spear models, after doing a little bit of research, i found out that the models you have been making are more realted to this (http://en.wikipedia.org/wiki/Glaive) type of weapon called the Glaive which has a blade at the end of the pole arm instead of a pointy spike. I like the design, but i feel these designs are more related to the lance since they are suppose to be very heavy, but unlike the lance do not poke but smash through like the troika. So maybe an alternate for of them can exist for more troika like weapons in the game.
Also, i have to congratulate you on your latest creation of the twin-blade that has aura surrounding it. The aura gives it a deadly feeling as if being permeated in poison and toxic waste. It fits the poison type very much.
I was thinking of a of an aesthetic look for a lance type of spear that has a clockwork them applied to it. Something like having a clockwork gear in the middle between the lance head and the grip and when charged up, the lance head would open and an energy blade would pop out of it increasing its length lol. Kind of like this model spear (http://img2.wikia.nocookie.net/__cb20111215220323/busorenkin/images/9/97...) from the anime busou renkin.
*Also a different model of a spear can fit an apocrean look like this one
(http://img4.wikia.nocookie.net/__cb20111215220651/busorenkin/images/c/c7...)
which is also from the anime busou renkin lol.
*Also one more look which could fit a rocket hammer type spear but with added boosters and nobs
(http://images.wikia.com/nanoha/images/0/08/Strada.png)
(http://images.goodsmile.info/cgm/images/product/20101109/3014/11942/larg...)
which cam from the anime Magical Girl Lyrical Nanoha StrikerS
And last but not least, a simple spear with good artwork taken from the manga fate stay night
(http://fc00.deviantart.net/fs70/i/2012/257/3/e/gilgamesh__s_sword___fate...)
and a sword with some insignia's on it that could be modified for a good looking lance weapon taken also from fate stay night anime
(http://fc00.deviantart.net/fs70/i/2012/257/3/e/gilgamesh__s_sword___fate...)
(http://www.cosplayhouse.com/images/D/Fate_Stay_Night_Props_Gilgamesh_Swo...)
tell me what you think of these designs.
}

Keep in mind that OOO are not likely going to consider this. It's best we keep this simple and just say "SPEARS!!" and also I don't design these spears, I just take some parts from the game and re-imagine them on the spot. Also, a theory about the knights is that they actually use powered exsokeletons to fight which explains that they can easily swing heavy swords, lift knight weighted statues and not die when they are fallen.
As for your suggestion to make a more variety of pole-arms, I do not think it is likely at all for lances, halberds and javelins to be even considered to be put in the game. I usually don't spend more than the effort I expected to put but should it help make this suggestion more implementable, I'd gladly make more.
As for the items I believe to be more likely accepted; the glaive, twinblade and pike are the closest I can match with the sword, cutter and flourish

@Dahall:
- "Keep in mind that OOO are not likely going to consider this"
why do you not think OOO will not consider it? I mean we already have a monster that has a spear mechanic attack inside the game, so why not create one for players?
- "It's best we keep this simple and just say "SPEARS!!""
Hmm, i understand that just having spears is a big step for OOO to implement, but i think giving them a big picture for them to expand upon if they wanted to would be nice. If they chose not to, that is fine too. As long as it's out there, then the option they have to expand upon increases.
- "also I don't design these spears, I just take some parts from the game and re-imagine them on the spot. "
True, i can see a lot of similarity to existing weapons, but your designs are still remodeling existing weapons and they look good. This means that OOO can see how easy for them to create these models and they wont have to create new blue prints and models.
- "Also, a theory about the knights is that they actually use powered exsokeletons to fight which explains that they can easily swing heavy swords, lift knight weighted statues and not die when they are fallen."
That is a good theory sense i don't think the actual bodies of the knights will ever be revealed, just imagined by us the players.
- "As for your suggestion to make a more variety of pole-arms, I do not think it is likely at all for lances, halberds and javelins to be even considered to be put in the game."
Well you might be right, but a lot of people doubted pets, but the developers found a way. So maybe the developers might like our idea and try to find a way for them to be implemented. As long as we can come up with a sound idea, why not have it in the game?
- "I usually don't spend more than the effort I expected to put but should it help make this suggestion more implementable, I'd gladly make more."
Thanks for being so kind and helpful and i'm sorry if you might feel i am pressuring you to make more models. If this is taking too much effort to create, please refrain from doing so. Our ideas can be written down and i'm sure if this has a chance to be implemented, the developers and graphical programmers will find a way to make some good looking models.
- "As for the items I believe to be more likely accepted; the Glaive, twinblade and pike are the closest I can match with the sword, cutter and flourish"
You might be right and if that is true i will be sad because the variety of weapons in sk feels so limited to me. If all can be implemented, i would be over joyed that i would have so much new toys to play with, but as you say even if those were the only weapons that can be implemented, then i would gladly accept anything and would still be moderately happy.
sorry dahall, i feel sense you are the only skillful graphical programmer i have run into so far in the forums, i have put too much of a burden or thrown too much information at you. sorry, and please stop if you feel any kind of stress.

There is no stress whatsoever being generated from making 3D models. I enjoy doing it but the reason I don't want to spend most of my time on 3D is because I want to learn as much as I can before I lose this blessing known as the internet.
I will gladly make more spear models but at a steady pace so as not to disrupt my daily schedule.

@Dahall:
I agree, take as much time as you need. And i didn't know you were in such a situation that gives you a time limit on your internet use. If you time is that valuable, then it's better if you ignore sk or even this thread for that matter cause it will distract you lol. But if you can still do them, that would be sweeeeeeeeeeet. Hope to see another post from you.

The following statement is easier said than done:
We will have succeeded when we've managed to create a spear (or whatever new idea we come up with) that doesn't resemble any currently existing weapon in the game.

@Xxpapaya: "We will have succeeded when we've managed to create a spear (or whatever new idea we come up with) that doesn't resemble any currently existing weapon in the game."
well i'm not sure that is true. the cutter series versus the 3 swing sword series like leviathan have very similar functions.
One they have 3 swings.
two they have push back on their last swing.
Three each hit consecutively from the first swing to the last inflicts more increase damage.
Four, both of them inflict normal damage.
some differences are at 5 star the dread venom striker can inflict status effect and the fact that all cutter series inflict one more hit called phantom blade after each hit in the 3 hit combo.
Another comparison is between the troika and flourish lines.
One similarity is the first swing is wide and can hit multiple targets.
Two each of their hits take out more consecutively from the beginning to the end.
Three the 5 star version of some of the flourish and the troika inflict status effects.
Four is that both weapons do push back on their last swing.
some differences is that one inflicts piercing damage while the other inflicts normal.
Two one has a slow attack speed while the other is faster.
Three the troika has a 2 swing combo while the flourish has three like most other swords.
Four the charge attack of the troika is a one move charge that smashes the ground, while the flourish has a quick 3 hit combo animation.
Five the troika is not specialized towards any enemy while the flourish is specialized for beast and fiends.
The point i am making is when you compare the differences and similarities of most weapons in the game, they will have almost and equal or more similarities then differences that is in the family. I understand if you wanted to create a new line like how we have bombs, swords and guns, but what the spear line that i envision is not a new line in itself but more of an expansion onto the flourish line. For example, if i wanted to imagine a spear pole arm like weapon that is similar to the flourish line but wanted it to do normal damage, then i would incorporate a staff weapon that has no point instead of just slapping normal damage on a spear like weapon. This weapon won't be anything crazy new to the game, but it will make sense that a staff that does not pierce but push should do that kind of damage.

@Blandaxt
Fair enough, probably pushed that statement a bit too far XD Well, here's an idea for the charged attack anyways:
After releasing the charge attack, your Knight jumps into the air (and is temporarily invulnerable during this time) and slams the spear into the ground. This damages and knocks back all enemies within the radius by a lot. You are then exposed as your Knight will take about a second to pull the spear out of the ground.
This might've been already mentioned, and this is definitely not based on a certain Champion from another game.

@Xxpapaya: I can see this attack for more of a glaive or mace pole arm type weapon then a spear, but nice charge attack. while it is very similar to the troika charge attack, it has more rev up time sense the knight has to jump to do this attack. I propose a trip weakness where if the knight gets interrupted when attempting to jump, he trips and falls which cancels the charge. This is very similar to the old charge attack of the slug gun or callahan, but is a weakness rather then it happening every time a knight uses that charge attack.

Nice suggestion overall, just be aware that it's been suggested before and turned down before as well. :P

@Blandaxt
Yes, that would balance out the invulnerability part (so that people don't go spamming it like a Nitronome)

@Xxpapaya:
I'm glad you agree. I think more weapons that have very good use in combat should have a small window when they are being used that give a player a crucial weakness that they try to protect from being hit. Some weapons already have this like the slug gun or the hammer. The hammer's weakness is the small pause on the third swing and its charge attack that leaved the player open while the slugs weakness is the small pause and push back when fire ring its charge attack.

Scrolls thru all thread.
Tries to comprehend all the creative energies flowing throughout thread.
SYSTEM ERROR! Facedesks, smashing desk. CANNOT PROCESS NO MORE. TAKE COOKIE AS AUTOMATIC COMPENSATION. (AKA, I like so many ideas here. Especially the gameplay-oriented ones. I'm bookmarking.) HAVE A NICE CHRISTMAS.

Sorry, I kind of skimmed through this, so let me know if I missed any important points! The charge with 3 spears sounds weird. It just doesn't sound like SK. You're also suggesting a Calibur line charge as part of a normal attack pattern. I strongly suggest editing the original post, if you haven't already done so, with all of the suggestions that have been made so that the main idea is clear and easy to find.

Yeah, it was intended to add something new to the game :) I suggest you to take some time and read through the thread and you will fully understand everything. I know it became quite long, but that's a good thing. I really like how much is done here and want to thank you all for it.
And it no longer allows me to modify the OP.
Is it meant to add a little defense to the last hit of the combo?
As for the charge,I say it should only work with the smaller AND mobile enemies, with the initial damage doing up to 150% a hit.
I'm against having multiple versions of a weapon unless its a specialized-normal set.We shouldn't have that much variation,the weapon's status should reflect how the weapon works.In this case,I vote for poison.