Spider Stomper
Posts: 200
Joined: Sunday, 11th May 2014, 11:26
New launcher system
duvessa wrote:If taken literally, "remove ammo for launchers" would mean that large rocks would stay, since they don't correspond to a launcher.
DCSS's ammo system pretty much grew organically so it's unsurprisingly a mess; you have:
- Crossbows use bolts, which are somewhat uncommon early in the game but you absolutely drown in them later
- Bows use arrows, which are a little more common early on and a little less common later on (but not by much), but also they're possibly more valuable as Sticks to Snakes fuel than as actual ammo
- Slings use sling bullets, which are in moderate supply throughout the game, except slings also let you use stones to do almost as much damage, so you just use stones against all the less dangerous monsters and never run out of sling bullets
- Throwing has 21 different ammo items. The javelins, tomahawks, and non-poisoned needles are in short enough supply that it can actually be an issue. Stones are everywhere, but are special cased to do like no damage so there's no point, you just use poisoned needles on most monsters, which is really annoying by the way because damage-over-time sucks. Also you get tons of large rocks later on so the 13 different tomahawks/javelins stop mattering unless you went throwing on a non-ogre/troll for some reason lol
I have seen two competing thoughts on how to design launchers: people either think they should have infinite ammo and be like melee weapons with super-reaching, or they think they should have meaningfully limited ammo and be like wands that use a different skill and an extra inventory slot.
You can trial run both of those designs by playing a launcher character right now, because they have limited ammo at the beginning of the game and essentially infinite ammo later in the game. And yet people don't seem to like playing launcher characters very much! Hmmmmmm...
It turns out that neither one is compelling. Melee weapons without reaching are more interesting than melee weapons with reaching, let alone longer reaching. The interface is clunkier than melee's. They also have the huge issue of how every melee character wants to carry around a launcher to "soften up" approaching enemies instead of waiting. And we already have lots of wands, with more satisfying generation rates and flashier effects.
If you're looking to have ranged weapons in the game, and have them be unique, you need to come up with something more tactical than just having an ammo system. The microcosm of ranged combat that actually works pretty well, in my opinion, is launchers of penetration. Penetration rewards you for, say, putting vault guards in front of a lich, in a way that melee doesn't. And unlike using Airstrike or LRD to kill the lich while other monsters protect you from it, penetration has a self-limiting feature to prevent abuse: it eventually kills those vault guards.
It still has the problem of every melee character wanting to carry the launcher, so it isn't perfect. But it shows how to make ranged combat into something interesting: don't just make a melee attack at range and call it a day. You need something like a magic crossbow that penetrates; a spear-thrower that does a lot of damage but forces you to move forwards; a cannon that's powerful but makes a lot of noise (hey, Damnation is kind of like that!); a weapon that picks its own target at random instead of letting you aim; you get the idea. And don't restrict these with ammo or MP because we want these to be different from wands and conjurations too, not just different from melee.
To solve the problem of every melee character wanting to carry them even at 0 skill, you could try making them take a long time to wield/unwield, or just impose skill requirements, ugh.
That's all assuming you like the idea of spammable ranged attacks in the first place. If you don't, then man, just get rid of ranged weapons and make the parts you like into new wands or spells. A non-bouncing version of Lightning Bolt would have the same gameplay as penetration. The weapon designs I mentioned above would work as spells too. For all the spell system's faults, one thing it excels at is imposing soft, breakpointless skill requirements: you don't have to worry about every melee character learning conjurations to soften things up, because you need skill investment to use those, unlike a launcher.
I created a new post to cover this topic more intensively. I especially Empathize with the part "don't just make a melee at range and call it a day."
To solve the problem of lack of bullets from early games and infinite shots from later games, the following concepts were considered. the removal of ammunition; Introducing the concept of reloading a Launcher. Launcher has a magazine.
For example)crossbow that penetrates(10/10). In (A/B), A stands for the currently remaining ammunition and B for the maximum ammunition. Reloading speed is affected by the type of weapon and the level of weapon skill(First, let's assume that the loading speed is 3.0 turn when the weapons skill level is zero.). In addition, there are ideas to prevent melee from trying to circumvent the problem of ammunition by switching weapons at zero levels. Remove the loaded ammunition during Launcher's switching.
I think the introduction of reloading can differentiate between melee and ranger while eliminating unnecessary ammunition.
Secondly, I would like to talk about Launcher's new offensive style that distinguishes that from melee weapons. And the answer is already mostly duvessa.
- Crossbow that penetrates: middle damage, middle speed, low reloading speed, low magazine. But penetrates.
- Automatic Bow: low damage, high speed, high reloading speed, high magazine. a weapon that picks its own target at random instead of letting you aim. But if the acuracy is high and the weapon skill level is high, multiple shots are fired.
- Spear-thrower: high damage, high speed, middle reloading speed, middle magazine. But forces you to move forwards.
- Cannon: very high damage, low speed, very low reloading speed, low magazine. But 3x3 tiles attack. (Maybe it has a flame cloud effect, too?)
Throwing is remove. Their role will be replaced by magic and wand.
- Dart pocket: New miscellaneous. Effectiveness depends on evocation skill level. (low - poison / high - blindness and strong poison)
- Box containing part of the Eldritch tentacle(It's name is joke): New miscellaneous. Effectiveness depends on evocation skill level. (low - frenzy / high - paralysis)
I am aware of the concern that changing the role of the needle to evocation can make evocation too powerful. It needs to be adjusted.
- For this message the author sdynet has received thanks:
- MisterPersonMan