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#1 |
Apprentice
Join Date: Feb 2009
Posts: 61
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Ranged Combat Brainstorm Thread
Magnate indicated that we should throw around some ideas for fixing ranged combat in V4.
I have no strong feelings, but my DnD background gives me some biases. I like for Dex to be more important than STR, Especially for crit chances. I would like Rangers to be significantly better than Warriors at ranged combat with bows/xbows. I would like Rogues to be some better than non-ranger class with Ranged. I don't think adjusting the Ranged skill in the char.txt file had enough of an impact in old ANg. Not sure how it works in the new combat system, but it would be nice if Rangers also dealt a little more damage with ranged weapons, so maybe attach some damage modifiers to the skill. I like the hit penalty for using a bow at point blank range. Maybe Rangers could avoid this. Other thoughts? |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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It's straightforward to simply unify ranged and melee combat and then apply a few tweaks like the melee-range penalty. The only real problem with that approach is that we end up with four combat skills: melee finesse and prowess, and ranged finesse and prowess. That gets to the point that I think we might want to simply omit the combat skills from display on the character sheet altogether -- they'll be folded into your Fight and Shoot displays anyway.
At that point, it's just a matter of deciding how the different bows should work and what kinds of skill growths the different races/classes get. I'd say it should work something like this: Sling: 20% finesse, 80% prowess Shortbow: 80% finesse, 20% prowess Longbow: 60% finesse, 40% prowess Light crossbow: 40% finesse, 60% prowess Heavy crossbow: 10% finesse, 90% prowess Of course, realistically characters with high prowess should get faster crossbow shots, since they can cock the crossbow more quickly. I don't know if that's worth breaking consistency for though. Critical hits should probably work just like they do in melee, whatever way we end up going for that. Currently crit chance is (applied finesse ^ 2 + applied prowess ^ 2) / 2500 ("applied" as in "after multiplying by balance/heft"). Once this is done, you can tweak the classes easily as you see fit. My thoughts: Code:
Warrior: good finesse, excellent prowess Ranger: superb finesse, good prowess Rogue: good finesse, good prowess Paladin: average finesse, excellent prowess Priest: bad finesse, average prowess Mage: bad finesse, bad prowess This does end up meaning that launchers will probably be much less useful for priests and mages. Under the old system, class had almost zero impact on your ability to use ranged weapons -- it gave you some to-hit bonus, and rangers got bonus shots when using bows, but that's it. There will be little reason for a mage to use a bow now except for to get stat bonuses. |
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#3 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Maybe allow the mage average finesse; I dont see them as "more casty" than priests. Someone even suggested that dex should affect spell failure, so it would make sense to give mages a little finesse combat ability.
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#4 | |||
Angband Devteam member
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I'd have to do some playing with a spreadsheet before I was certain about this, but does the principle sound ok? Quote:
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#5 | |
Adept
Join Date: Dec 2009
Posts: 172
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#6 |
Prophet
Join Date: Apr 2008
Posts: 2,914
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Mages should use spells, not bows, so bad ranged abilities is ok. With the new system, priests will be horrible to play (bad melee, bad ranged abilities, no offensive spell until OoD). Since I don't see why priests should be good with bows either, I'd like to see them getting a new prayer at low level, something like Cause light Wounds which would do a small amount of damage, to compensate for the loss of ranged power.
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#7 | |
Angband Devteam member
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Quote:
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#8 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Priests are horrible at melee as is and can barely make a living till OoD. I dont know _how_ horrible they will be come the new system, but a hard start isnt the end of the world.
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