Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Niano on November 07, 2005, 06:50:36 am



Title: Archery
Post by: Niano on November 07, 2005, 06:50:36 am
This would be very difficult to implement without some good ideas, of which i have none at the moment. But elves are reknowned for their skills with a bow, and others tend to be rather good at it too. I would like to see and archery skill implemented some how. Please submit ideas if you got any.


Title: Re: Archery
Post by: Habbakuk on November 10, 2005, 02:20:49 am
Be specific :)

It's quite easy to give out ideas like "hey, gods, give us archery", but it's rather a complicated task to think of any abusing possible. If you suggest a ranged weapons system with no holes for abusing in player vs mob / player vs player fights, it would be only welcomed.


Title: Re: Archery
Post by: Niano on November 10, 2005, 08:12:15 am
Ok...1)obviously lag of at least two rounds is nessecary for this skill, or would be over powered big time. Mabey 1.5 for elves as they are very proficient.
2) Would have to be in scan sight. Two room maximum range.
3) If target is two rooms south, and you intend to shoot them from that location, and in the midst of you typing out the command they move one room closer to you, shot always misses.
4) Whether arrow hits or misses, target is informed of arrows being shot at them and from what direction they are comming at. Perhaps with a message something like *An arrow comes flying from the north and lodges itself in a nearby tree* Depending on the environment you are in.
5) Must collect arrows of course. Must have quiver, and must be wearing quiver around torso or waist to use arrows.
6) All races must buy arrows, with the exception of elven races, which have natural ability to fashion them when in forested area. Or perhaps give them a gather wood skill and allow them to carry wood wherever they please, perhaps to their guild. But put a time limit on this. Perhaps 2-3 game hours before a certain amount of arrows are made.
7) Mabey invokers are capable of wielding small, weak bows, but enchanting the arrows with certain effects. Fire, cold, lightning, acidic. whatever, thats debatable. Certain other classes mabey can learn to just put flaming tips or weak poison on them.
8) Mabey with mastered archery skill, chance to hit at one room distance is 70%, two room is 50%, increased of course for elves.
9) Elves however, trying to maintain balance, cannot wield large, bows, with high tension and power. Only medium and low tension bows, due to their lack of strength, where as minos could wield massive bows with huge amounts of tension.
10) Perhaps it could be given to only Knights, rangers, fighters, outcasts, mabey invokers, mabey how you decide, make it elven racial skill, including elves, wild elves, and even dark elves. Mabey half elves, as some of them do grow up in silvanesti or qualinesti.

Now, on another note. Thieves and assassins, as opposed to getting archery, could possibly receive a blowgun skill. Same basic idea, just minimal damage, if any, but perhaps with certain venoms and poisons and potions on the tip. Perhaps one could be a sleep dart...mabey overpowered, just a thought. One could be a poisoned dart. One could mabey cause a drowsy effect, something like slow.

This is just a rough sketch of ideas. let me know what you think. If you want to go real in depth with it all, you could easily incorperate some manuals with this, like ability to create a specific poison that is certain death unless cured by healing sleep. Or a poison that incorperates a paralysis venom...again, just thoughts. Let me know Habbakuk.


Title: Re: Archery
Post by: jAx on November 10, 2005, 10:24:22 am
Brought to you by Niano, and Flirr


Title: Re: Archery
Post by: Habbakuk on November 10, 2005, 10:27:46 am
Well, now that's better.

One of possible ways of abusing: you come to a tough mob, stand 2 south from him and start shooting.. shooting.. shooting.

The other point: your enemy hides under inner guard, you stand 2 south and shoot.. shoot.. shoot.


Title: Re: Archery
Post by: Niano on November 10, 2005, 10:38:23 am
As far as mob goes, make mob rush to player.mob acts as though it was attacked normally, and tracks player with increased skill, as to make bow shooting even harder. Rp explanation is mob knows it has to move fast to avoid more arrows. Adds new method of strategy too. Possibly bringing mob into forested area allowing a ranger to use full range of ability...that could possibly be an answer to the mob...as for the clan halls and guilds...hmm. Make something up :D. Pretend there is a magical ward protecting guilds and cabals. And for heretics say it is designed well enough to protect against such an attack.


Title: Re: Archery
Post by: Habbakuk on November 10, 2005, 10:49:54 am
There are also mobs who do not track.. (at least they are NOT supposed to)


Title: Re: Archery
Post by: Antarex on November 10, 2005, 11:10:36 am
Heh, first give'em shooting - ranged attack and later mages will ask to make their attacking spells ranged too. I do not think its good idea. Getting ranks solo will be much easier - for example
cast ranged spell - scan - cast ranged spell - cast invis - move away from mob - cast ranged spell

Such a system is imlemented in Anatolia code base, where almost every class has skill or spell with
instant killing chance. Anatolia MUDs are oriented for solo playing. I do not think that coders will agree
to rework kilobytes of code to bring ranged attacks here. And for sure it will bring tons of bugs,
abuses and disbalanced classes.
Do we want all of that here?


Title: Re: Archery
Post by: Moon_Face on November 10, 2005, 11:13:25 am
As far as mob goes, make mob rush to player.mob acts as though it was attacked normally, and tracks player with increased skill, as to make bow shooting even harder. Rp explanation is mob knows it has to move fast to avoid more arrows. Adds new method of strategy too. Possibly bringing mob into forested area allowing a ranger to use full range of ability...that could possibly be an answer to the mob...as for the clan halls and guilds...hmm. Make something up :D. Pretend there is a magical ward protecting guilds and cabals. And for heretics say it is designed well enough to protect against such an attack.

All clanhalls have stable good weather. Why? Maybe there are air-conditioners everywhere...
Their air may mislead all arrows in clanhalls ;)