Board Thread:Suggestions forum/@comment-26553378-20170407225654

Intro
The implementation/coding of this may be a little iffy, but i think it would be a cool last ditch attempt in a fight...

Overview
The idea is essentially make all or many things throwable (likely excluding blocks, although sand could be an interesting idea) this would be especially helpful when not playing with keepinv and you are about to be dealt a killing blow. you can throw your sword or mace in the enemy's face, hoping to hit them hard enough to at least stun/incapacitate them long enough to run away, or with luck kill them and be able to retrieve the weapon before retreat.

Throwing
In order to throw your held item at whatever it is you wish (a friend in a food-fight, a home-made target for knife-throwing practice, or most obviously the face of an enemy about to kill you) there should be a new hotkey, likely F or R as they are 2 of the quickest to reach keys. This would make a new "thrown item" entity that adopts the texture of the item being thrown, as well as some stats and a trajectory from it.

Classes
In order to make it easier on mevans if he decides to take on this daunting task I believe it would be best to use a system of variables and item "classes" with a single thrown item entity, although i may be wrong.

Attack
Attack should be calculated as follows: Attack/4+CB+.5 with CB meaning class bonus, this means that throwing an iron ax would deal roughly 1.75 damage likely with a bonus for class, far less than an item intended to be thrown, but some, and with knock-back that may just save your life.

Weight and wieldliness
Basically how heavy an object is and how easily thrown it is. the speed of the thrown item is dependant on both of these, meaning a somewhat light, but unwieldy longspear would not go a very long way compared to its cousin, and a mace would be similarly held back by its weight.

This would likely be done through a multiplicative equation.

Swords/scimitars
With an average rating in weight and wieldliness these would have a spinning trajectory centered at the top of the hilt as well as a damage bonus of 1-2.

Maces, bludgeons, and warhammers
average wieldliness, but high weight these would have a spinning trajectory centered at the head of the weapon and would deal 1.5 additional knockback and 1 additional damage.

Daggers
light weight and average wieldliness they would likewise have a spinning trajectory centered at the top of the hilt, and would get a damage bonus of 1-2 and a knockback reduction of .5

longspears and pikes
unwieldy and of average wieght, they would have a strait trajectory, and would have a damage boost of about 3 due to their similarity to their easily thrown brethren.

battleaxes
average wieldliness and above average weight, these would get a bonus of .5 knockback and 1-2 attack. (spin focus at top of shaft)

axes
average weight and wieldliness, 1 damage bonus (spin focus at top of shaft)

pickaxes
unwieldy and of above average weight, these give .5 extra knockback (spin focus at top of shaft)

Heavy items
including hoes and shovels these get .5 extra damage and 1 extra knockback while being of above average weight and normal wieldliness spin at texture center

light items
spin at texture center, of average wieldliness and weight, no bonuses

sand
for dirty fighters they can throw sand, causing a burst of colored particles (same as sand type) to fly out giving blindness for 1-2 seconds

this would be hard to implement, but it would definately be an interesting addition to server politics and reputation, as well as fights. 