Mines Malingerer
Posts: 53
Joined: Sunday, 2nd April 2017, 11:16
silver/steel missiles
- For this message the author mollymolluskus has received thanks: 3
- nago, petercordia, Rast
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
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Joined: Sunday, 2nd April 2017, 11:16
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Abyss Ambulator
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Ziggurat Zagger
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Airwolf wrote:Steel is +30% damage to all monsters. It used to also have lower mulch rate: does it still?
Blades Runner
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Slime Squisher
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Spider Stomper
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Joined: Sunday, 11th May 2014, 11:26
sdynet wrote:I brought a new opinion. The range is proportional to the skill level. Like this.
Skill level:Range
0:2
3:3
6:4
9:5
12:6
15:7
18:8(For Ba)
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
Implojin wrote:I think the right approach here is to continue mercilessly cutting vanilla ranged damage sources. DCSS already has wands, which are tied to interesting effect sets and meaningfully limited. If you *really* want to salvage any Throwing brands, put them on a wand instead.
Throwing's design space is already taken by a better-designed set of items. Just cut everything associated with Throwing.
Spider Stomper
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Zot Zealot
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Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
petercordia wrote:It's an interesting proposal, and would solve a lot of inventory hassle.
I would miss the current behaviour of sandblast and slings though.
Also, kobolt chuckers would be #@*&ed.
Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
sdynet wrote:Well, I've refined my suggestions. You will get an ammo pack instead of ammo.
ex)arrow -> arrow pack
It has a charge.
ex)arrow pack(8/8), javelin pack(4/4), rock pack(3/3), needle pocket(2/2).
To prevent the use of a 0 skill trainer, this may start at 0.
When you have a javelin pack, you will see javelin on the ammo list(Q). You can select javelin and fire javelin with f. (Add text)The fired ammo disappear. Pack consumes 1 charge. Your ammo pack does not regenerate when monsters are visible. But your ammo pack do charge full regenerate when monsters are not visible.
Charge increases up to five times in proportion to the skill level.
ex)arrow pack(40/40), javelin pack(20/20), rock pack(15/15), needle pocket(10/10).
Monsters' ammo charge is set to the basic amount. If you think it is too low, you can set it in proportion to HD instead of skill level.
ex)Centaur fire 8 arrows. Stone giant throws 3 rocks.
The same type of ammo shares the amount of charge. If you fire penetration javelin, your normal javelin also consumes the amount of charge.
ex)You have penetration javelin pack(4/4) and normal javelin pack(4/4). You fire penetration javelin. Penetration javelin pack and normal javelin pack became (3/4).
What will change if I do this? Here's what I think.
1. You just need to pick up the ammo once. There is no need to pick up any more ammo after that.
2. In combat, this is not infinite ammo. It will be a little short of what it is now. You have to cover your LOS from the enemy to charge the ammo.
3. It is easy to prevent the use of 0 skill trainers. If you want to use ammo, train your skills.
4. Monsters' use of ammo is not much different from what it is now. They will still be menacing. Also, their long-range attacks have an end.
5. Since they share the charge, we won't carry more items than we do now.
Apart from this, can't we separate the throwing from the needle? Personally, I want to integrate needles and tomahawks. The new name is darts as planned in git. And I want to integrate sling bullets and stones. When you throw stones with slings, more increase the damage. It's a simple solution.
List of throwing items I think: stone, rock, javelin, penetration javelin, silver javelin
List of darts(new skill item) I think: poison, curare, frenzy, dazzling(planned in git)
If you were OgHu, maybe you would carry these four things. rock, javelin, penetration javelin, silver javelin. And if you have a brand javelin, you will throw out the normal javelin. Actually, there are three items you carry with you.
I think this will solve the problem of inventory management and micro-management to some extent, what do you think?
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