Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Proposals for Ranged Combat
Ranged Combat seems to be pretty unintuitive in Crawl: you can basically stand toe-to-toe with any enemy and let lose an arrow in their face as you could from the edge of your line of sight with a bow with equal effectiveness that might be found in switching over to a Melee weapon. Darts and Stones generally do such weak damage that an Skeletal Warrior would probably be better off ignoring them then picking them up and throwing them at you. Crossbows are also working as if they were regular bows which sort of makes no sense. So some potential ideas:
Darts & Stones are generally extremely weak early game weapons that tend to become pretty useless when thrown regardless of who is throwing them. I don't think they should be removed but stronger enemies shouldn't bother picking them up and should leave them alone. Monsters with HD of 8 or more should be a good cut off where they stop equipping Darts or Stones they find.
Launchers tend to have Weapon Delays that tend to be quite short, and this is ignoring the fact they can be shortened still by simply training the Launcher skill and raising effective stats to reach minimum delay - more so in the case of Crossbows since it is a pretty hefty feat to be able to fire even a basic Composite Crossbow at half the speed of a Bow or Longbow. I think that Launchers should have their Delay thresholds increased and made different from Melee Weapons. I wouldn't go so far to make using them in Melee useless though - the Deep Elf Master Archer should still be able to own your characters face off by loosing arrows at point blank range, but it should be significant enough to the player that unless you REALLY train your Ranged Weapon Skill and throw ALL your stat gains into your Ranged Weapons Effective Stats that you wouldn't play like Legolas in melee.
Speaking about Crossbows, if the delay for Crossbows was made really long it might hinder their use since players might end up firing a bolt at something a few tiles away and then as they finish reloading the enemy has come up to melee and taken a few swipes at them. Since Polearms now have Reaching, and Axes have Cleave, an idea for Crossbows is that they might get 'Reloading'. Crossbows are different from Bows and Slings in that you can load them and it will be ready to fire when you need it to be; Bows and Slings however don't stay loaded and always require a setup phase before firing. In terms of Crawl, the purpose of Reloading would be that you could fire your Loaded Crossbow instantly. Bows and Slings though would always see you having to prep them before firing. This could add some interesting play mechanics since you could Reload a Crossbow out of combat, and then when in combat you could switch to the Crossbow to fire at incoming targets or after meleeing an enemy you could switch to a Crossbow to finish off a fleeing target extremely quickly. Blowguns too could also be said to be something that could be reloadable but I don't see them as having much of a problem as Crossbows.
Defining the Roguelike Genre