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Re: ranged weapons?

Posted: Wed Dec 07, 2011 4:08 am
by nyktos
Minos027 wrote:On a sidenote that is related, if there is a " no ranged weapons " rule, why are there bows in the tower at the crossing? Just something I wondered in my travels...
bows exist, but Andor's brother is a terrible archer??? :lol:

:D

Re: ranged weapons?

Posted: Wed Dec 07, 2011 6:34 pm
by Mino
nyktos wrote:
Minos027 wrote:On a sidenote that is related, if there is a " no ranged weapons " rule, why are there bows in the tower at the crossing? Just something I wondered in my travels...
bows exist, but Andor's brother is a terrible archer??? :lol:

:D
Or, he prefers up-close kills because he likes to see the face of his enemies as he kills them :twisted:

Re: ranged weapons?

Posted: Thu Dec 08, 2011 1:43 am
by Chest_Rockfield
nyktos wrote:
bows exist, but Andor's brother is a terrible archer??? :lol:

:D
Skiiiiiiiillllll poooooiiinnntttttsss...

Re: ranged weapons?

Posted: Fri Dec 09, 2011 8:00 am
by phydeaux
just a thought on the slight possibility of ranged weapons, and how to work them in without a major change in the gameplay, an unuequippable weapon which can only be used on mob in nonadjacent tile, does not enter battle sequence, one turn one use, increases chance of mob moving towards pc, especially in case of hit... man I wish I had a lappy right now... only major change would be in individual mob movement and possibly individual mob hp counter outside of battle sequence... correct me if i'm wrong, and besides, just throwing a possible idea out there

Re: ranged weapons?

Posted: Fri Dec 09, 2011 10:46 am
by Bornain
phydeaux wrote:just a thought on the slight possibility of ranged weapons, and how to work them in without a major change in the gameplay, an unuequippable weapon which can only be used on mob in nonadjacent tile, does not enter battle sequence, one turn one use, increases chance of mob moving towards pc, especially in case of hit... man I wish I had a lappy right now... only major change would be in individual mob movement and possibly individual mob hp counter outside of battle sequence... correct me if i'm wrong, and besides, just throwing a possible idea out there
Welcome to the forums. I'm all for ranged weapons. Although in this game I can't see it happening. I like the hack and slash setup we currently have.

Re: ranged weapons?

Posted: Fri Dec 23, 2011 7:06 pm
by Kardinaal
Problem with ranged weapons is the (non-existance of) monster AI. From a monster point of view, they need to attack or run away when being shot. At the moment movement on the map is random, so that's kind of hard to do. The only option that could work would be to consider the monsters on the map as groups of monsters, and upon attacking, you'd get a different screen where the fighting would take place. Think chess map, where you and monsters would move on. Then you could add monster AI, do more movement related things, make weapons/skills that attack more than one monster, attacks at range, usage of terrain,...

Re: ranged weapons?

Posted: Thu Mar 08, 2012 4:37 pm
by buddyCasino
Hi, I am a newbie and ranged weapons (and magic spells, but that's a different point) are a thing I thought about, too.

I think AI for opponents should not be too hard to implement. The shot path (right word? I'm not a native speaker) must be clear. So the opponent can approach the player like this:

(pseudo code, I have limited capabilities of C++ and Lua)

Code: Select all

if (monster.pos.x > (player.pos.x + 1)) {
    monster.pos.x--;
}
else if (monster.pos.x < (player.pos.x - 1))
    monster.pos.x++;
}
// do the same for y
Of course this would be a massive change for the game: Movement of opponents during the fight. But it would add a lot of complexity and diversion to the game. Think of behavior of different opponents: some opponents might react if their fellows are under attack and help them. Other creatures just ignore whats happening around them.

If the range of weapons is limited, most opponents can't be killed by ranged weapons alone. But putting a focus on ranged weapons could be an interesting way of differentiating a character. There would be a dilemma: If you focus on ranged weapons, you can kill some opponents by ranged weapons only, but you will be weak in close combat once they are facing you directly.

Re: ranged weapons?

Posted: Wed Nov 07, 2012 6:49 pm
by Konizooka
Here's my idea for a new weapon, a Flail.
images (2).jpg
Although it isn't exactly a "ranged weapon" it is used from a distance, without getting too close to the enemy. It was a fascinating and a largely used weapon in the medieval times, and one of the very powerful weapons in a combat.

In AT, the stats of the weapon can be somewhere like,
Attack cost (AP): 6
Attack damage: 3 - 6
Attack chance: 25%
Block chance: 5%

Re: ranged weapons?

Posted: Wed Nov 07, 2012 6:59 pm
by buddyCasino
Now that monster movement is intelligent, maybe think about it again? It would add a lot to variety in gameplay and character building.

Re: ranged weapons?

Posted: Wed Nov 07, 2012 9:31 pm
by jamminfrog
Ranged weapons would be cool. Perhaps at a much lower attack damage. I sort of remember the original Rogue having bows and crossbows.