Small change to bows and animals

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Small change to bows and animals

Postby TurtleHermit » Fri Feb 08, 2019 4:33 pm

Hi, wanted to make something small but maybe a big improvement.

Make each animal to have color that cripples it. In my mind it works like this: player uses green opening on red deer. After enough green damage, the animal fleeing speed is lowered, depending on the damage received from green opening. If player uses yellow damage, red deer is unaffected. Have each animal have such thing where 1 color cripples it running speed. To be discovered by player or depending on area, but that second one could be too much confusing. Should make hunting more fun, as for me, being able to outrun boar and fight it both in melee and with bow or sling, makes it fun. Especially when it starts to run but tends to get back to fight.

Bow change is to add "Reload arrow" combat move that reduces all openings by 5% and is a combat deck card that have 1 second cooldown and puts an arrow "into" bow. When player drop or unequip bow, it makes it unloaded. If marksman attribute is twice as high from bow quality, reload gains 10% faster cooldown, same is perception is twice as high from bow quality, giving maximum of 20% faster cooldown.

While we are at it, maybe add crossbow, where Reload bolt reduces all openings by 10%, have 3 seconds cooldown and while cooldown is active, the player speed is set to crawl as long as cooldown last or canceled if crossbow is dropped. Same as bows, loaded crossbow when put down, is unloaded.
editing: same as bow, but instead of perception, make it giving 10% for 3 stats being twice as big: STR, AGI & MARKSMAN

I have such idea because shoting someone opens combat anyway and reloading might give some "depth" to it.

editing: I forgot to give option to bow and crossbow, when hold in hands outside of combat, to be reloaded, giving crossbow still a crawl speed debuff.
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Re: Small change to bows and animals

Postby CloudJhi » Fri Feb 08, 2019 5:06 pm

No comment on the bow and crossbow thing for now, but animals tend to have a color they're weak to. Adders, for example, are incapable of clearing yellow openings. Others need to use an IP move to clear certain colors. Such weaknesses already exist, not sure why we'd want to bother applying debuffs on animals, nor if anyone would remember to swap to x color against y animal when on hunting trips.
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Re: Small change to bows and animals

Postby Burinn » Fri Feb 08, 2019 5:07 pm

CloudJhi wrote:No comment on the bow and crossbow thing for now, but animals tend to have a color they're weak to. Adders, for example, are incapable of clearing yellow openings. Others need to use an IP move to clear certain colors. Such weaknesses already exist, not sure why we'd want to bother applying debuffs on animals, nor if anyone would remember to swap to x color against y animal when on hunting trips.


He wants a way to catch up to animals that run away.
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Re: Small change to bows and animals

Postby TurtleHermit » Fri Feb 08, 2019 5:14 pm

Burinn wrote:He wants a way to catch up to animals that run away.


Umm, yes, that's what I ment. I'm aware that some animals have harder time to defend themself from certain attacks but I'm rather here about way to catch ups, even if it means You have to use the worst possible color had to be used against some animal.
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