Ammo Creation

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

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bio_hazard
Wyrmic
Posts: 233
Joined: Thu Dec 20, 2007 12:08 am
Location: California

Ammo Creation

#1 Post by bio_hazard »

Granted I've never put more than 1pt in ammo creation, but I've been frustrated on a number of occasions when I've actually run out of ammo, and been forced to run around/run into a wall for 200 turns or so until the cooldown for create ammo goes back to zero. Sometimes it takes many many attempts to get any kind of ammo.

What if ammo creation was changed to check to see if you have any ammo in equipped or in inventory. If yes, the ability operates as normal. If you are completely out of ammo, it automatically produces a small stack of lowest quality ammo. "You scrounge a bit of ammo"

I realize that this would basically discourage more tactical use of ranged attacks (i.e. using melee for easy targets and/or maximizing damage per shot). However, I'll say that the waiting for a long cool-down for hundreds or thousands of turns stands out as annoying in a game that is generally pretty quick and streamlined.

note- an alternative would be increased ammo loot in the dungeons- my current char is an archer and hasn't found any arrows in the first 2 dungeons.

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: Ammo Creation

#2 Post by Gwai »

How often are you trying to create ammo? I have never had a trouble with lack of ammo with any of my archers and I haven't been putting more than one point into the ability since I was told there was no point.

bio_hazard
Wyrmic
Posts: 233
Joined: Thu Dec 20, 2007 12:08 am
Location: California

Re: Ammo Creation

#3 Post by bio_hazard »

I use it whenever I remember to- not always the exact turn I can use the ability, but I'm definitely trying to use it before the situation gets critical. Maybe i've just had a lot of bad luck with it, but I've easily had multiple stretches of 5 or more failed attempts in a row in my current game.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Ammo Creation

#4 Post by greycat »

Higher skill in ammo creation is pointless? Awww! :(

madmonk
Reaper
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Location: New Zealand

Re: Ammo Creation

#5 Post by madmonk »

1 point invested in ammo creation = 20% chance to create ammo. Quality dependent on Dungeon Lvl
2 point invested in ammo creation = 40% chance to create ammo. Quality dependent on Dungeon Lvl
3 point invested in ammo creation = 60% chance to create ammo. Quality dependent on Dungeon Lvl
4 point invested in ammo creation = 80% chance to create ammo. Quality dependent on Dungeon Lvl
5 point invested in ammo creation = 100% chance to create ammo. Quality dependent on Dungeon Lvl

I don't actually like this...

I would prefer to have the quality of ammo dependent on the talent level.

Currently Ammo Creation is a one point wonder!
Regards

Jon.

greycat
Sher'Tul
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Joined: Tue May 11, 2010 11:51 pm

Re: Ammo Creation

#6 Post by greycat »

Chance of success, quality, and quantity should all be affected by skill^H^H^H^H^H talent level.

Oh, also... when I've had to scum ammo creation (and there've been a few instances of that), I've found that it's sufficient to cast it once, "R"est, cast Precise Strikes, turn off Precise Strikes, and "R"est a second time. The stamina recovery for that sequence of events seems to take just a bit longer than the cooldown period for ammo creation (without the talent that makes stamina regen faster). I've only felt the need to run back and forth if for some reason I was already close to the end of the cooldown period.
Last edited by greycat on Tue May 25, 2010 12:53 am, edited 1 time in total.

Gwai
Sher'Tul
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Joined: Wed Apr 27, 2005 1:55 pm

Re: Ammo Creation

#7 Post by Gwai »

So seeing five fail in a row sounds about right. Still, I think you are using arrows a bit fast if you need to your ammo creation to succeed more than 20% of the time, honestly.

registeringislame
Halfling
Posts: 85
Joined: Sun May 23, 2010 5:25 am

Re: Ammo Creation

#8 Post by registeringislame »

Had a slinger die after a great many attempts at ammo creation - ended up having to sell every thing to buy more iron shots. Not one attempt succeeded.

This shouldn't happen.

Ammo is too expensive. (and there's another bug here too, I tried to buy 1 iron shot for 0.05 gold, when I had 0.05 gold, and couldn't.)
This skill fails too often.
I'd prefer a larger cooldown, with higher/automatic success at level 1, but more ammo/better quality at higher levels.

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