by Amberlight99 » Sat Apr 17, 2021 1:15 am
it seems to me like the system is currently trying to stave off the (unfortunately uninteresting and frustrating) reality that ranged combat without extremely complex and active combat systems will always be better, or, be completely useless.
The difficulty of balancing in a (mostly) nomagical setting to allow for both meaningful and useful ranged attacks and meaningful and useful melee combat, is that if you are being realistic, ranged is always better.
A spear will always be better than a sword (on average) a javelin will always be better than a spear, a bow will always be better than a javelin, a gun will always be better than a bow ect.
The nature of ranged combat excludes melee combat. in a realistic setting, ranged isn't just a combat style or a preference in weapon choice. Ranged combat in reality is a decision made to directly counter melee combat. To begin the arms race of "I will win if you can never hit me" via the everlasting chase for better armor and better reach. To use a bow or a sling or even if there were a such thing as thrown weapons, is a decision to try and engage in a one sided fight, where only you can make attacks on your enemy, and they cannot attack you.
As a result of this, games who want both melee AND ranged combat to be viable, need to balance not only damage values and direct addition of stats and numbers, but the abstract and difficult to calculate values of utility, primarily the concept of Kiting.
with Kiting you suffer a difficult balance:
If they have a longer range AND don't move slower than me, I will lose unless I ambush them or otherwise surprise them.
If they have a longer range and move a little slower than me, I will lose unless I can take enough hits to reach them and kill them first.
If they have a longer range and move incredibly slower than me, they will lose, they cannot attack as fast as me and cannot escape me.
And these scenarios include all kinds of issues like damage numbers, movement speed, fire rate, lag, controls, armor, weapons, material accessibility, skill accessibility and so on. In a game, this is a tough balancing act that most fantasy games that you see tend to rely on extremely fantastical and unreasonable abilities to try to mitigate. Such as allowing people to leap around and throw things and temporarily slow, stun, tie down or otherwise to each other and still you'll find that in all these, the one solution that worked was to give the melee characters a similar 'range' to the ranged characters. not in the form of their direct attacks, but in their ability to suddenly be somewhere else.
Of course, you can't do that stuff here in H&H it doesn't fit in with the fantasy. so you are stuck with the Kiting issue, and that is only one of many other issues, like how to balance ammunition.
In real history humans popped off because we figured out how to throw pointy shit really well and that kinda has been the history of arms races ever since, even if we did use melee as a strong backup, hitting someone from range is always the first step, and unless you want a meta where everyone at least needs a sling or an archer in their party, archery is gonna probably be stuck in a gutter.
despite all this, I would like it to be at least useful for hunting if not pvp.