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Ship...
Well, 'my' ship is the Leucetious' Wind. So, i'd appreciate it if no one 'd take it, or anything inside.
Oh yeah, i'm also working on some Battle Tactics :o I'm gonna make some ship strategies soon. |
Your feeble dance steps would crumble beneath the wave of my mighty tactics!
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I'll make you dance!
*grabs gun and shoots at Ruatha's foots* Dance baby dance. |
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It would be a step up in the technology of Graal Kingdoms though....that is, instead of needing a big cannon for "gunfire", you'd have a small pistol that can be held in one hand... |
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Well, actually... to be realistic, the pistol would have to be a slow-shooter (1 smoky gunshot...then have to wait to cooldown or load or something)...and not cover as much distance as a bow can. In fact, it would be far too weak compared to dagger or sword (when you considered IWD's and such...) that has been upgraded just as much as the gun UNLESS the gun had some stats or features added to actually make it worth using. The pistol I have in mind would suck, the problem I see is not making it so it's not too powerfull, but making it so it's worth using and not just holding to look pretty. Edit: And I think I see a solution. Instead of having a direct, short area of damage it cover, there should be a general area around the player that is the "damage area" when he fires the pistol. That is, imagine a triangle coming out of the player, and one corner pointing at the player...the area within that triangle is where the enemy can get hurt. So it's not just 1 tiny bullet you're aiming to hit the player, it's that general area (which gets all smoky from the gunfire...). |
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*creates 500 of each bow to get ready for this* :-) |
Hm... such a gun sounds like the one from this one from this one pirates of the carribean game... I think it'd work, rather as a fun and rp weapon than anything really harmful... maybe make it stun the target for a few seconds to run away...
As for the bow, I was thinking of something... Stefan suggested a skill system where using a skill will make you better at it, but not using it will do the opposite - so everyone can learn everything, but it's hard to be good at it all at once. Now I'd add a new skill, call it accuracy, and have it determine the circle arround the mouse when firing the bow (or the fishing rod). So the more often you shot a bow, the smaller the circle will be. Dail the shooting time down a little, and you might get competent archer characters. |
I always thought of accuracy being how you keep the shot steady.
So while aiming the bow, where you have the big circle (always big as you move it) if you keep the circle still, the circle contracts around where the mouse is. Move the mouse and the circle expands again. Holding it steady is what creates the 'steady shot' or higher accuracy. Increasing the skill would make the circle contract faster. That and make it expand slower when adjusting the shot slightly. Just me two cents. And a pirate pistol would be mighty handy, shoot some scallywags off the side of me ship when they decide to be trecherous heathens. |
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Aye, I was just saying so by suggestions sake. Not by the game's definition of accuracy, but by my own.
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Summing up what's been said, a proper bow would...
... fire every second at best ... have a really low damage if fired as fast as possible ... increase in damage if the buttin is held ... increase in accuracy if the mouse isn't moved ... increase in accuracy if the archer is good at a fitting skill This way, archers could be effective on a potential battlefield, carefully taking aim over large distances, while they're rather helpless in a melee - as I think it should be... as swordsmen are useless against far away targets. |
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If this sexy skill system ever were to be added (Sigh, it never will :( ) then you'd have to make it so that with weapon skills, your skills only go up when you hit a monster with the weapon. You could also have a shield skill which increases your chance of blocking, or makes the EAs it has on it more effective. To do this they'd have to change the shields though. Right now, you only have to have the shields equipped for your AC to go up, which is kinda sucky. You should only get your shield's bonuses when you're holding down the D button :grin: |
The Sims Online uses a similar system to this. They have their primary skills that go up to a rating of 10 each (sometimes more for slight bonus as well but a lot harder).
The thing with that game is skill degradation. As you use one skill, other skills go down. So it's a juggling match on trying to keep three or four up (some people keep them ALL up high) and still have 'fun.' In Ultima Online, you had a total number of skill points, and they could be spread amongst all the skills you could learn. You could never really go past the skill point number, though, so when you reached your cap, that was that. You'd have to lower (and then use the skill to put more point values in) in order to get anywhere. Both were fun games, IMO. Skill based systems are a different breed, and it'd take a rehaul of some systems in GK in order for anything like this to work. Excellent run down on what has been said about bows, Satrek. It'd be nice if there was a post about it in the suggestion forums; perhaps get more talk about it there ;) |
Ya know, maybe there should be a skill level cap on some stuff.
Say, Barbarians can get lvl.80 phys, but not higher then 20 with any other skills. Warriors got 70 phys max, but can get above 30 with skills. Sorcerors got 80 magic max, but can get above 20 with other skills, and above 40 with magic. And so on. |
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