Mark Wendel said: > If bows were overused, this may be something worth considering. > But it seems that bows are generally underused, so I don't really think that making them even > harder/less worthwhile to use would necessarily be a good thing. I agree that bows are underused but I don't think that making them two handed would be too bad. There is a bigger problem with missile combat in general (see below). Also there could be bows that incorporate defensive or resistance bonuses to compensate for this. Same as making two handed swords more powerful for the same reason. It is just weird having a bow and a shield equiped is all. > If you just had arms, there would be nothing preventing someone from using 2 > shields. This is odd, but I don't consider it too much a problem. > > Much more a problem is using 2 weapons, because weapons have the most > enchantments (And the fact that players can enchant them), and that would really > mess up the balance. I would have thought the problem with multiple weapons would be multiple attacks (and all associated with that - seperate chance to hit, seperate damage) not so much balance since most really powerful swords could be designated two handed, or creatures would also have the advantage of multiple weapons as well or a similar method would address balance. The same issue you mention could be applied to all items, a fourlegged fellow could wear two sets of magic boots which would upset balance or otherwise mess something up. I think however that not allowing multiple weapons would be a good thing for the time being because it would have a large impact on combat. For monsters, game balance from weapon bonuses is not a problem presumably so if a 9 armed monster could use swords and had 'weapon_arm 7' the only issue would be multiple attacks presumably. > Note that the real enforcement is having different types. For example, humans > would have 'feet', but horses/centaurs should have 'hooves' - they obviously > just can't put on human boots. Yes, I think it would be better to make a distinction between locomotion method (noped, monoped, biped, quadraped, septaped...or maybe none, feet2, hoves2, claws2, hoves4, paws4, hoves6, paws6 or something) rather than count the number of feet, then create items for those other kinds of locomotion (horseshoes of levitation, spider shoes +2, dragon spats of havoc) If you don't have two feet you can't wear normal boots. This saves creating singular boots and counting feet- and mixing boot types which might be messy or unbalanced (a centaur player would have an advantage with two sets of boots, and what if those sets interfere with each other. Having types allows you to change the boot objects to special boots just by changing their location and the name, but otherwise they work the same. Then you can go in for 'feet', 'hooves', dragon feet, spider legs or whatever. You could of course eliminate this and say that all boots fit all types (magically or thorough an off-shore instant boot exchange program), but it might not be as much fun although it would simplify things greatly. > Note that hands would be be a type - you would have fingers and weapon_hands > and shield_hands. > This, for example, means you could have a race with 6 fingers/hand, which may > give a minor advantage (See previous messages). As for rings, it would be simpler to say one per 'hand' instead of worrying about counting fingers. This does not confuse with arm (as in weapn_arm, shield_arm, and can be applied liberally to mean any 'active' appendage or (fireborn have 4 'hands' or something.) By active appendage it implies that rings would not work if worn on toes or other protruding apendages... > > I think that ranged weapons are undervaluated in the game since there are > > not real terrain factors (no_fly_pass flag and an update to the monster > > attack target routine anyone?) to encourage their use. It should be fairly > > hard to get by without ranged weapons of some sort (either as a backup to > > spells or as an alternate attack method to avoid closing with monsters). > > Perhaps heavy fighter types could get away without them, but themajority of > > classes should find them indispensible. You can put monsters in little > > rooms to prevent them from all rushing at the players, but this isn't as > > good as having actual terrain (water, barrels, tables, low walls...) that > > would allow missile weapons through but block movement (except special > > movement like flying). It also might give players more time to equip a > > bow or whip out that horn or wand if the monsters didn't always rush at them > > but attacked and could be attacked from a distance, which might make upfor > > having only one ranged slot and the loss of that shield. Ranged weapons > > really expand the possibilities for combat and a great ranged combat system > > should include some terrain factors. > > > The problem on this goes back to cases where there were monsters constrained > in ways that using range weapons made sense. > > The problem is that unless the monster has a range weapon to return fire with, > it amounted to a safe kill for a player. And this causes various problems. I would say this would not increase this problem but could be a solution for many cases where this exists now. Maps are evaluated for this sort of problem and good maps would avoid this and this is already too common in the way monsters are constrained now (especially with monsters in rooms and seeking weapons). It would actually allow more ways to avoid this issue. > > There is also the problem that if you try to make the maps multi player > accessible, the hallways sort of need to be more than 1 space wide. But this > also makes the range weapons harder to deal with. Again this is reversed, since this change would allow maps with larger open spaces and less hallways and actually give more options and elbow room for multiplayer tactics. > > I think some of the problem is that there is a tough balancing act. You > pretty much always want that melee weapon to do more damage, with theadvantage > of the range weapon the fact you have some distance/safety. The problem is > movement on many monsters is fast enough that your not going to get too many > shots with that weapon before the monster closes anyways. The fact that most > combats in crossfire last in the seconds greatly limits that amount of tactics > that one can employ. That is the current problem, which makes ranged weapons less useful. Melee weapons should and will remain more powerful, but by building in a pass flag for some objects allowing flying but still blocking creature movement you can create scenarios where the monsters do not/cannot close on the player(s) but remain at a distance, or can attack with arrows oe spells while they file through a narrow opening (coming across a bridge or down a stair) to provide some pacing to the fight. You can have the bridge of death scenario where narrow walkways work to the players disadvantage rather than their advantage. You would have to modify the monster code to check if there is a path for flying so the monster that are able to can still attack or this wouldn't work. As you say this is the biggest part of the job. I have not gotten far enough in my learnin to really understand the code (but I have been looking). It ceratinly wouldn't replace melee weapons as the power items, but it would make missile weapons much more useful (also flying, and jumping).