[Done for V0.38] Ranged weapon damage

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PeyloW
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[Done for V0.38] Ranged weapon damage

Post by PeyloW »

When playing DM and CSB I have allways ended up using ninja skills only to get health and stats up. As I see no fairness in using the ranged weapons. The small dammage inflicted by five arrows just do not measure up with the work of picking them up again.

Eather the dammage must be higher so I can bother using it or it must be way easier/faster to fill up my coager again.
FoxBat
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Missile weapon ideas

Post by FoxBat »

I just had some ideas on this subject. It would be nice if ninja skills were actually worth something!

One option would be to have larger quiver items like in DM2. You could put it in your hand and fill it up like a chest. Arrows could be fired with a bow and quiver in hand, but that might make the "quiver" area kinda silly.

Still, there needs to be a way to quickly fill up the quiver, while there isn't in DM2 since you have to move the quiver to your hand and then open it, put the arrows in, then back to the quiver...

For faster pickup, you could make it that shift+click on a missile item on the ground causes the leader to put the item in their quiver. Or, there could be an action on bows, "get ammo", that would grab any arrows on the nearby ground and store them in the quiver.

A third option would be to make missile weapons expendable, appear in extremely large quantities and to "stack" like in Baldur's Gate... but since you haven't implemented stacking at all, that might be too difficult and kindof un-DM.
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Lunever
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Re: Missile weapon ideas

Post by Lunever »

Well, since the spellbook seems very similar to good ol´EOB (which was of course not as fifth as good as DM but was entertaining anyway and did have some nice features) I would suggest to implement the quiver from EOB too. It was a special place in the inventory where up to 99 arrows and only arrows could be stored, so ranged combat was useful. I mean, have you ever seen a 5-arrow-quiver (I´ve seen quivers for 20 or 10 arrows).? The stones for the sling in EOB were taken out of any place in the bagpack you had stored them in before, also quite practical.
And it would be really great if an archer would pick up arrows automatically.
And, even if that all would be implemented, ranged weapon damage ist still far to low, I mean, 20 damage with a slayer shot from a speedbow that´s nothing compared to the Hardcleave or Fireball damage you do when you find even these ranged weapons, it is but a tenth. So the ninja skills are only used in the beginning of the game, later they are only trained artifically to boost other classes.
Also a nice feature in EOB was, that you could attack with a weapon or activate an item simply by clicking on the items in the characters hands with the right mouse button, that also made 2 weapon fighting possible. Couldn´t this become implemented in RTC so a weapon in the characters hand is triggered in the attack mode last time used by that character?
Also, I never understood, why a character with a sword couldn´t warcry, I mean, does he carry the blade with his mouth (just get the strange idea of wuuf chasing after thrown clubs...). Couldn´t there be tiny symbol beside the weapon options for unarmed manoevers (i.e. a small hand, foot, mouth). For in a true armed melee half of all blows dealt out are kicks and punches with the hilt of a sword or a free hand or gauntlet. End of endless reply.
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Lunever
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Re: Missile weapon ideas

Post by Lunever »

Hmm if I think it over, I have to admit, that a chest-style quiver that can be carried in the ready hand or the large scabbard on the belt would be much more suitable to DM than a EOB-like one. Such a quiver-item should contain space for 10 arrows (although 8 might be more easy to implement), which should be drawn from the ready-hand quiver first, and than from the quiver placed on the scabbard, if applicable. If there are still more arrows on the remaining belt-sheathes, those could be drawn last, so the total number of ready-at-hand arrows would be 23.
I also support the idea made by someone else to include small icons beside the unarmed maneuvers to draw items. I would like to see 3 such icons, one to draw from the scabbard, one to draw from the sheathes and one to draw from the backpack.
Also it would be good, to always have a "throw"-icon or maneuver for every kind of item in the action hand, and be it even an apple.
Non-action items could also have an executable action for the action-icons, like "drink" for a potion or "eat" for food" and so on, including a resulting busy timeframe for the character.
Also, it would be very nice, if magical boxes, FUL- or VEN-Bombs would be reloaded/readied the way other ranged weapons are.
And finally coming to the two-weapon-fighting thing: Presently, the action icons are relatively large. What about splitting them into two smaller icons, say upper half for the main-hand-item and lower half for the off-hand-item.
It would also be good to change the order of the action- and spell-boxes, when you change the order of the party members with the champion's icons. I would also like to be able to be able to turn the individual characters manually in addition to the automatic facing to melee attacks.
Also, the information, what action or spell-box is activated should be included into the savegame.
I don't think that any of these many suggestions would be un-DM, yet some of them would be a lot of work to implement, so George, maybe you can have one or another thought about it and decide, which of them would be least difficult to implement.
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Gambit37
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Re: Missile weapon ideas

Post by Gambit37 »

I have read with interest these few posts regarding additions to the interface and functionality of quivers and the like.

I think anything that makes the interface more complicated is a bad idea. FTL spent the whole duration of the DM project refining the interface until it was clean, simple and intuitive. That development clearly shows, and I think any attempt to make it more complicated would seriously detract from the gameplay.

The automatic reloading quiver ideas are good though. These could be implemented without messing with the original interface. Stuff to do with rings being swapped in the same hand is just too weird and fiddly though...
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George Gilbert
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Post by George Gilbert »

Done the quiver for V0.38
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