A system for customizable dual weapon configurations

Ohh, I see. I thought you were saying making dedicated dual weapon sets for every weapon is less work than making three new dual weapon sets that can be largely ported over from Vermintide (axe/falchion, sword/dagger, dagger/dagger). But you mean you want to basically get rid of all the possible permutations except the “best” ones.

Yeah I don’t think that’s a good design philosophy. Like I said in the other thread I linked to in the OP,

Someone will want twin tactical axes or chainsword and dagger, and since we’re dealing in hypothetical ideas, one of the goals of my system was explicitly to allow as many combinations as possible. Like that was the premise, “how might a mechanics system allow for players to use any combination they want.” Like yeah I know that’s an awful lot of work, that’s why I said I’m sad because I know it will never happen. Your counter proposal boils down to ‘no forget all that, just focus on making the ones that I want’ I guess?

And speaking of it being a hypothetical, you’re assuming that a bunch of weapons would have bad move patterns (not that it’s an unreasonable assumption to think Fatshark will muck it up of course) but like none of it’s real, I did not in fact create and implement this system. You could instead just imagine that it’s well executed and examine what it would have to be like to get there, in more detail than “more work.” What’s more work? What’s utterly sh¡t about these move patterns and how does one fix it?