WalrusKing wrote:If quivers are a new category of generated item which is equipped, would they also generate with brands (egos?) bonuses and the like? Because if so, this proposal creates a new virtual jewelry slot. This isn't necessarily a bad thing, but should be noted as a consequence, because I'm sure that even characters who have no intention of holding a bow in their life would take advantage of this new opportunity.
My intention was that quivers occupy the virtual slot which is currently occupied by the quiver "eqiupment" slot, and have no attributes other than the brand of ammo they contain (So "a quiver of frost arrows (15/17)")
I intended that the current mechanisms for quivering, cycling things to auto-fire, the "F" mechanism all stay the same.
The *only* thing I was suggesting was that the description for a stack of arrows in your inventory be changed to "a quiver of arrows" and that the stack have a maximum, and a current number (as opposed to simply a "current number of arrows in the stack") and that the mechanism for picking up loose ammo change, rather than it simply adding 1 to your "current number" each one would add a portion of the "maximum" available in the stack. Also that the number of items regenerates to it's maximum over time.
I'm pretty sure with a stack of 20 curare needles I can get a really really large number of curare shots off over the course of the game (to the extent that the limiting factor is only tactical, not strategic, and not very limiting tactically at that) If 20 curare needles became say, 3-4 shots max per combat, that would seem "about right" to me (particularly for the rarer brands, if it takes you an average of 4 shots to land a paralysis on a hydra, but you've only got 2, you've got a tactically interesting limit)
Similarly if your stack of 80 frost arrows was instead a refilling quiver of 8, you'd have a more interesting limit.
That's the intention anyway.
I'm not suggesting (nor am I really in favor of) various types of unique quivers (beyond the ammo brands that exist currently) nor am I suggesting "quivers" be found on the ground, you find stacks of ammo, when you pick them up, you use them to partially expand your quiver of ammo of that type (If you don't have any, you start a new quiver of that type)
I suppose if you drop a quiver, it should be converted to an appropriately sized stack of ammo (such that if you pick it up again you end up with exactly the same quiver)
If the ratio is (for example) 10 arrows per 1 max ammo in your quiver, and you pick up 97 arrows, you'd have a quiver of 9, and after firing 9 times you'd have to wait to refill, if you dropped your quiver, you'd see a stack of 97 arrows, if you pick up a stack of 3 arrows, then pick up a the stack of 97 arrows, you'd have a quiver of 10 max, then if you dropped that, you'd have a stack of 100 arrows.
That's the simplest and most straightforward way I can think of, and it probably works out the best balance wise (obviously the 10 arrows/quivermax is picked out of thin air, and the actual number would need to be set by ammo type)
This also retains the existing mechanism for gifting, monster ammo generation, etc. etc. without having to do any additional work.