> > Hi > > > > The bad point of the throw cmd is, that we don't have any real > control of > > what we can throw. > > Also, you must first send a throw command out, and then you throw items > > instead of firing... > > err, you can give an item name when you give the throw command. Yes, but you run in the same problems of other cmds where you can give names. for unidentified potions for example you can't specify which, when i remember it right and the server gets one random or all (that was the point why tags are in game, i think?). > I haven't played around with it much. I believe when you run > out of whatever > item you specified, it goes on to an effectively random object again. Yes, i try some and its pretty useless, it starts then throwing your silver coins and others. I think the throw command without specify what should be removed, because its useless and will bring murphy in the game, lets throwing you the one random you don't want lose. > Problem, for the most part, throw is even more useless than bows, as its > slower, and tends to lack range and damage. Thats true. So i think about integrating throw more in the way we use spell/weapons/bows/skills, that the modified range system i describe. > The only real use I could see for throw is that you could throw various > interesting items (like things that explode on impact or have > other strange > effects. But then this basically mimics currently existing > objects/spells (not > that its a bad thing, but finding those would tend to be even > more unlikely than > say wands, and probably cost more too boot). > The only way this might even be vaguely interesting if you could > make those > mixtures via alchemy. then presumably you could make enough of > them easy enough > that it may actually be useful. but if you had to find such > things, there isn't > much use. > > Now of couse, in real life there was use of missile weapons like throwing > daggers. But some of that is the relative quickness one can draw > and throw > daggers, neither of which is enforced in crossfire (you can switch objects > pretty much as fast as you can click them, and we don't enforce > any minimum > ranges of bows). That makes it so missile weapons much less useful. > > The simple fact of the matter is that many things that may have > been useful in > earth's history do not make sense in the crossfire universe do to > how things > work there. Yes, but as you say there are 2 things that be useful: - mighty throwing potions - special weapons Except for not so experienced player without good armor, i think thats normal throwing dagger be useless. Well, think about a mighty "mjoellnir" special weapon. In the original nordic tales, the hammer is a throwing weapon with electric attack which will automatically return to your hands. Which the throwing system i describe we can add this to mjoellnir. You apply it normal as weapon and use it in the same way. But you can also throw it. Make it in the way, that you add a invisible counter to it and remove his stats from your attack values. Then duplicate it and send this duplicate as thrown object which has a resolve timer as the inv. timer of your original object. Now, for the player, the hammer vanish from your hand, flying around, and when it resolve, it comes back to your hand. This will be a great add to range weapons. The players will play more with range attacks, and this will boost bows too. One big point is, that you must present the player a useful interface for using a gaming option. Throwing is a option you has as player, but it is not integrated in game (where you really need it?) nor as interface in the client. MichToen