ranged weapons?

Unstructured ideas, requests and suggestions for the development of the game.
scotty 71
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ranged weapons?

Post by scotty 71 » Tue Dec 06, 2011 7:30 pm

I was wondering what you think of this idea , to have a new weapon like a bow and arrow or a crossbow that will allow u to fight from a distance without getting hit. perhaps a high ap cost for this advantage ( 1 missile per go ) as an example .buy the weapon from a merchant or an extraordinary drop item,same with the arrows perhaps .just an idea ! Your thoughts please
Last edited by nyktos on Tue Dec 06, 2011 8:15 pm, edited 1 time in total.
Reason: title changed for accuracy

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Antison
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Re: newbie weapon

Post by Antison » Tue Dec 06, 2011 7:57 pm

I think it's already been decided that no "range" weapons will be used.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

scotty 71
Posts: 10
Joined: Thu Oct 27, 2011 7:04 pm
android_version: 2.3 - Gingerbread
Location: sheffield england

Re: newbie weapon

Post by scotty 71 » Tue Dec 06, 2011 8:06 pm

Sorry wasn't to know that ,only been playing the game for a few months,was wonderingwhy there was no weapons like that included in this game,thanks

logopile
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Location: wooster, ohio usa

Re: ranged weapons?

Post by logopile » Tue Dec 06, 2011 8:18 pm

it would make the game way too easy, unless there were enemies who also had ranged weapons, and can you imagine how much the game would lag?
Lvl: 54, XP: 2.9M, Gold: 328095, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0
HP: 122, AC: 177%, AD: 22-23, AP: 3/12, CC: 49%, CM: 3.75, BC: 146%, DR:0
rocks: 1749

sdevaney
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Re: ranged weapons?

Post by sdevaney » Tue Dec 06, 2011 9:45 pm

logopile wrote:it would make the game way too easy, unless there were enemies who also had ranged weapons, and can you imagine how much the game would lag?
Where is your basis for saying the game would lag when using a ranged item? The quick slot issue?

If they were to be implemented, I would think they would work like a normal attack just farther away. You tap the mob you want to attack from a couple tiles away and it hits or misses like a normal attack.

logopile
Posts: 88
Joined: Mon Nov 07, 2011 5:24 pm
android_version: 2.3 - Gingerbread
Location: wooster, ohio usa

Re: ranged weapons?

Post by logopile » Tue Dec 06, 2011 10:45 pm

sdevaney wrote:
logopile wrote:it would make the game way too easy, unless there were enemies who also had ranged weapons, and can you imagine how much the game would lag?
Where is your basis for saying the game would lag when using a ranged item? The quick slot issue?

If they were to be implemented, I would think they would work like a normal attack just farther away. You tap the mob you want to attack from a couple tiles away and it hits or misses like a normal attack.
o, i think i see what you're saying; since time stops during battles, no new monsters could join the fight, if they wandered into range.
i was thinking in terms of the monsters still being able to move; otherwise, if you shot at a monster that had no ranged weapon, he wouldn't be able to move towards you, to retaliate. so then you'd take your ranged shot, then have to wait, to give all the other monsters a move, before you could continue attacking.
Lvl: 54, XP: 2.9M, Gold: 328095, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0
HP: 122, AC: 177%, AD: 22-23, AP: 3/12, CC: 49%, CM: 3.75, BC: 146%, DR:0
rocks: 1749

sdevaney
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Re: ranged weapons?

Post by sdevaney » Wed Dec 07, 2011 12:39 am

I think to do ranged battles a couple of things would have to change.

Mobs would have to be able to move when you are in battle, but we would still have to keep the actual battle based on turns?
Certain mobs would have to be able to have ranged weapons.
There would need to be a class system of some sort to help balance because if ranged weapons are put in as the game is now they would be way over powered.
And the list can go on from there.

I like the idea of adding more depth and character differences to the game (like the skills added to different character builds) but I just can't think of a good way to implement this without adding classes and other basics like that first.

Not to mention a complete battle system change...

logopile
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Re: ranged weapons?

Post by logopile » Wed Dec 07, 2011 2:09 am

something to keep in mind for the sequel? :!:
Lvl: 54, XP: 2.9M, Gold: 328095, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0
HP: 122, AC: 177%, AD: 22-23, AP: 3/12, CC: 49%, CM: 3.75, BC: 146%, DR:0
rocks: 1749

Minos027
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Re: ranged weapons?

Post by Minos027 » Wed Dec 07, 2011 2:55 am

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...
LVL:28 AC:192 AD:23-24 CC:57 CM:4.75 BC:39 HP:41 equipped: leather cap, villians leather, jewell of fallhaven, superior wood shield, vacors boots, troublemakers gloves, DotSP, and 2x polished backstabbing.
Do not judge based on ignorance.

qasur
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Re: ranged weapons?

Post by qasur » Wed Dec 07, 2011 4:01 am

I would highly suggest that most of the "ranged" weapons you see are really just for the look-and-feel of the game.

Ranged Weapons could be added to the game, as they have mentioned, but it would drastically change how combat works. Either by letting the MOBs move during battle and/or by allowing your character to target (and enter battle without being adjacent to the creatures). Those would drastically make ranged weapons the best weapons, unless they never got critical hits and had terrible accuracy, etc.

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