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Ranged weapons and Power attacks..

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Do Bows should be available as a weapon in AT?

Poll ended at Thu Jul 03, 2014 8:28 am

Yes
2
13%
No
11
73%
maybe
2
13%
 
Total votes: 15

ace
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Ranged weapons and Power attacks..

Post by ace »

a lot of rpg games have long range weapons like bow and guns..if bows can be used within the game it would be lot easier to grind. and about power attacks the hero have skills to fracture enemy bones or get a critical hit but the chances are low so providing a button with a mana bar which when pressed do a special attack activating negative condition on enemy etc will give a new shape to andors trail. ... :idea: and if you vote then give reason.
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Moerit
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Re: Ranged weapons and Power attacks..

Post by Moerit »

I would like to keep the "simple" melee combat as it is. IMHO this simple "step on and fight"-system is one thing which should not be changed. It would let the controls stay easy and intuitiv. The most complexity should stay in the content itself (quests, dialogues, triggers...).
Instead i could imagine weapontypes which has a AOE - e.g. damages all enemys in combat.
Lvl: 16, XP: 47538, Gold: 474, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0
HP: 151, AC: 248%, AD: 29-40, AP: 4, ECC: 22%, CM: -, BC: 160%, DR: 5
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Zukero
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Re: Ranged weapons and Power attacks..

Post by Zukero »

I can't think of a way to control ranged weapons in AT that could be both intuitive and fun.
Different attack types and one-use attack items (bombs, poisons... potentially with AOD), however, are a possibility.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
ace
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Re: Ranged weapons and Power attacks..

Post by ace »

Zukero wrote:I can't think of a way to control ranged weapons in AT that could be both intuitive and fun.
Different attack types and one-use attack items (bombs, poisons... potentially with AOD), however, are a possibility.
and what about a button with a mana bar.
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Zukero
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Re: Ranged weapons and Power attacks..

Post by Zukero »

I don't think so.
There are no plans currently to add a new base stat to the player.
IMHO, there are enough numbers in the character definition already :D
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
ace
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Re: Ranged weapons and Power attacks..

Post by ace »

Mr. Zukero can you tell the drawbacks on this topic days and nights. thanks in advance
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Zukero
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Re: Ranged weapons and Power attacks..

Post by Zukero »

ace wrote:Mr. Zukero can you tell the drawbacks on this topic days and nights. thanks in advance
????
I don't understand what you mean.

If it's about your other topic titled "days and nights" (http://andorstrail.com/viewtopic.php?f=4&t=4766), I already replied in it.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
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Re: Ranged weapons and Power attacks..

Post by Mino »

Based on how the game works now I don't think ranged weapons would really work, and I'm fine with the game play as it is now.
Lvl: 206 XP: 159262572, Gold: 1657119, RoLS: 2, ElyR: 1, RoL: 1, ChaR: 2, GoLF: 1, ShaF: 6, SRoV: 1, VSH: 6, WMC: 1, GoW: 1
HP: 241, AP: 3, AC: 562%, AD: 116-130, CM: 3.0, ECC: 38%, BC: 139%, DR: 3

QL 25, MF 3

12/26/18
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Re: Ranged weapons and Power attacks..

Post by Piggy the Slayer »

Potions combined with critical hit skill = power.
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
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Re: Ranged weapons and Power attacks..

Post by Melarec »

While playing I myself thought it would be an interesting feature to add a bow or other ranged weapons.
Reasons I have deduced would make this difficult:
~You need to be adjacent to a sprite to interact with it.
>Solution_1:Long press to target enemy from range. Mobs would be able to move until target sprite reaches the player. Not very good mechanic if you ask me, but realistic.
>Solution_2:Enemy targeting as normal. Bows add extra block chance to simulate range. I like this one better, but it could easily become an OP feature..
~A bow requires ammunition.
>Solution_1:Infinite ammo. Many RPGs which feature archers as a class have infinite ammo.
>Solution_2:Arrows as drops, buyable from shops, possibly retrievable from mobs where last hit was an arrow.
~If you add ranged bows, magic comes next. Most RPGers know that magic adds a whole new level of complexity to the game, meaning massive changes to the way the game works.
>Solution:No bows.

While I feel that bows would be fun to have, they would change the game too much..

However, a full ranger's set of equipment could offer interesting and unique gameplay. The boots, chest, hat and gloves could each lower move cost by one while the bow costs 6 AP to shoot. This would make it possible to imitate a ranger's fighting style; Strike, back-pedal, strike... So on.

I could make a set with the content editor.. But its late atm, so maybe tomorrow.
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