Potjeh wrote:But if you move stats to the aiming part, where does that leave marksmanship? I guess aim speed could be proportionate to (marksmanship*perception)/(manoeuvre*agility). That doesn't leave room for random range in damage, but IMO the randomness of damage is a bad thing anyway. I'm not a fan of the randomness in landing a hit, either. If it were up to me, I'd make ranged weapons always hit, but the damage should be proportionate to the amount of aim bar filled, with a certain minimum of aim required to do any damage so people can't use ranger bows like machine guns. The problem with this is that people would use slings as DBZ Scouters, and I can't think of an answer to that.
Hmm, dunno
But way I see it it should be reworked from ground up.
Lobbing should have a different aim bar (like the circle from tracking/dowsing) on a target and you can hit things around him by mistake.
You should be able to aim at items and destroy them (IMHO) but this needs new wall types for 'outer walls' that combat this (and allow larger gates!!)
So that you can't really aim inside a secure village and kill them, but once inside you can, and you can also lob over small palisaded craps.
Newer walls should be mostly stone, multi-tile thick but whatever they're made of doesn't matter. Proper village walls, properly able to be used for security, Can't shoot over them (not easily) Can't see over (from either side) [Is this doable?], can shoot people on top of, need to make sturdy ladders to get over them. Can patrol them by walking through, would be nice if there were armaments and slots on the bottom to only see through a short slit in front of you and shoot. Would take a lot of 'line of sight' modifications I believe though.
Anyways those are my ideas, a new marksmanship system does need that stuff, but it needs newer walls first, and newer walls need str rebalancing too.
--
380 is around the cap, yes.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .