Merging Ammo and Shooters

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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onyhow
Thalore
Posts: 188
Joined: Sun Nov 07, 2010 7:50 am

Re: Merging Ammo and Shooters

#16 Post by onyhow »

Remove Bow/Sling standard ammo and nerf both base damage...then make arrow/ammo being infinite use and add extra damage to the weapon...this will retain ego on the ammo that the archers/slingers can still take advantage of, which should still allow tactical flexibility for the classes...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...

Wombat
Halfling
Posts: 105
Joined: Thu Nov 09, 2006 5:11 pm
Location: on the outside looking in

Re: Merging Ammo and Shooters

#17 Post by Wombat »

Maybe I haven't played enough archers in t4, but why do you say bows need a nerf? The last archer I got east had a tough time even once he got a dragonbone bow from the armory.

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re: Merging Ammo and Shooters

#18 Post by Hedrachi »

That's not what onyhow is saying from what I'm reading.. onyhow is saying that bows/slings damage should be nerfed to below what the ammo that gets dropped in-game, but make the ammo that gets dropped in-game be infinite and with better damage. So it isn't a nerf once you find something like an un-egoed quiver of elm arrows or pouch of iron shot.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

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