[CF-Devel] RE: few things (Weapons stuff and PR)
Michael Toennies
mtx93 at tzi.de
Tue Dec 5 13:49:02 CST 2000
>
>
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
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your archery
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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.
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