> > Peter Mardahl wrote: > > > As I have said to Peterm on many occasions, I would really > love to see an > > > archery caste and haved made alot of changes to archery to > make the caste > > > "worth while" as archery was so poor at the time Peter felt > there little > > > point in such a caste. I am quite happy to draw up graphics > for an archer, > > > and having unlimited quivers would be one of the best things > archery could > > > have currently. On the same theme, I believe we should split > missile weapons > > > into, throwing and archery. Firing a bow is VERY different to > throwing a > > > dagger let me assure you. > > > > Here we've got this realism problem again. Yeah, it's more realistic. > > Yeah, it's more stuff for the player (and us coders) to manage. > > Maybe it's worth doing, but I don't think so. And if they both go > > into the physical experience category, I can find NO reason to > split them. > > Who throws stuff anyway? > > You could part archery into the ability based category. Not > sure if that would > be good or not. Hm, this will effect game play, but not the handling/damage problem we have. > There are certainly lots of way to make archery more potent. An > archer class > could do more damage as they gain levels (1 dam/level when using a bow or > something, up to a maximum point), the ability to make good > arrows as needed, or > so on. Thats the way i think about: Not make mashine gun shots. Its hard to hit a monster correct with a bow from distance (if it is a dangerous monster). In my opinion, a bow fighter should have the same damage list like a guy with a holy servant or a avatar (with god spells) or fireball or someting (as mage). Talking about game play means, giving hin the same potential. Means, killing a skull with the same effort as a mage/priest with same equipment/level. This will only work, if you kill then greater monster with 2-3 shots. You will then make a lot of more damage like with hand, but you must do more for it. The 'real' balance is to count the dead monster of level x in time y with used equipment z. If you think so, you must do a lot of damage with bow, because hand to hand with run mode is faster and spells has more area effects. If you can make the 'kill ratio' equal to fighter/spell, you has bring the bow back in game. > The problem is how to do that and still keep some things > balanced (ie, if you > add a lot more good arrows, other classes could get them also). > > Probably the best way to make archery better would be to have > arrows with spell > effects - ie, you fire an arrow of fireball, and any kills go to > your archery > skill category. But once again, if those arrows are readily available, it > doesn't help the archery class. It also sort of reduces the > necessity of the > mage and other classes. Well, be a bow man is a kind of game playing. It will never make spell caster unnecessary. As priest you has all the healing/cure stuff, as mage you has much more other spells, like fireball or snowstorm. No, it will give an alternative, it will not bring other races/chars down. _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >