Ammunition

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

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overgoat
Wyrmic
Posts: 289
Joined: Mon Sep 19, 2011 1:20 pm

Ammunition

#1 Post by overgoat »

I've been playing around with an archer for the first time and have some thoughts about the usefulness of ammunition. In the early game ammunition made a huge difference and could give a huge advantage, but after around level 15 or so my bow is good enough that it is never really useful to switch to non default ammunition. My idea would be to change ammunition so that it does not change the base ammunition of the bow, but just adds a modifier like elemental damage or chance for misc. effects. This way ammunition would always have some value.

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Ammunition

#2 Post by Elkan »

I support this, ammunition no longer needs a damage value of its own, and giving an additive bonus, or effect on shot would be a welcome change, Additionally, I would like to see the changing of ammo be moved to an instant effect, rather than taking a turn. justification being that when the archer wants that arrow of dragon slaying he feels for the notched arrow in his quiver and draws that, without substantial delay in his firing rythm similarly a slinger reaches into the bottom of his pouch for that heavy voratun shot of annihilation when he sees the pissed off cyclops. it Doesn't take more time to do so. or shouldn't in my opinion.

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Ammunition

#3 Post by Elkan »

Additionally it would be nice to see artifact ammunition. These would add very heavy modifiers to a single shot that ammunition would then appear where the shot landed after being fired. but would need to be picked up again having been used. It would be a lot of micro to try and use it on every mob in the game, but thematically its the kind of lucky arrow you save for bosses. perhaps it would be good to add a good chance of the an art or randart ammo breaking when fired at a normal mob, but never breaks when a boss or elite mob is targeted. (thoughts?) {Ps. I suggested targeted rather than hitting, to prevent epic tears when a slime walks in front of your black arrow or ruining-that-guys-day and breaks it}

Canderel
Sher'Tul
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Location: South Africa

Re: Ammunition

#4 Post by Canderel »

Artifact ammo could just have a cooldown... (or energy like activated items).

Grey
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Re: Ammunition

#5 Post by Grey »

I'd rather just see ammo egos moved to bows and ammo removed entirely. Would make archer equipment equivalent to warrior equipment.
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edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Ammunition

#6 Post by edge2054 »

Same^^

bricks
Sher'Tul
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Joined: Mon Jun 13, 2011 4:10 pm

Re: Ammunition

#7 Post by bricks »

Bows that could activate for Volley; even better, bows that have a % chance to use Volley on hit... Why is there no drool emote?
Sorry about all the parentheses (sometimes I like to clarify things).

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