Archery...

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

Moderator: Moderator

Post Reply
Message
Author
Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Archery...

#1 Post by Sradac »

So I really feel like archery is kinda broken in its newest iteration. Yes the having to reload your quiver does make sense and is realistic, but i think its downright silly that you can only reload 1 shot into your quiver at a time. You're telling me my adventurer can only figure out how to pull 1 arrow from his pack at a time? The way its currently set when your quiver is empty, these are the actions your hero takes:

1. pull arrow from pack
2. put arrow in quiver
3. take arrow from quiver, knock it, and fire

you might as well just take step 2 out because why the heck would you even do it, and just get rid of reloading completely and make firing take more game time.

I think instead when you reload, it should reload a % of your quiver, simulating your hero taking a handful of arrows out of their pack, say 20-30% of your max quiver capacity at a time. Maybe even put a skill in and each point reloads more.

1. 20-30% of max ammo
2. 25-35%
3. 30-40%
4. 35-45%
5. 40-50%

or something. I just think its nuts and downright class breaking you can only reload 1 arrow, when a horde closses into melee combat, you just do not have the melee prowess to continue the fight. At least mages can use runes and skills to refresh their resources if they run empty, an archer can only take 1 action every other turn when their quiver runs out.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Archery...

#2 Post by phantomglider »

Putting points in Bow or Sling Mastery increases the reload rate of the related ammo type.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Post Reply