Since range combat is more or less ineffective in this game, I've always wondered if there was a way make it viable without making it broken. What if we had throwing weapons in the game? Like javelins, daggers, darts, etc?
How it would work:
If shooter and the opponent is standing still, loading speed of aim bar would be 2.4x that of a sling
If shooter is standing still and opponent is moving, loading speed of aim bar would be 0.5x that of sling
If both are moving, loading speed of aim bar would be 0.25x that of sling.
However, if opponent moves sqroot((perception*marksmanship)/300) tiles away from the shooter, the aim bar is reset.
All other ranged mechanics stay the same. What this allows is for ranged focused players to hold off and stall close combat players and even beat them if they lead them on a long enough chase. However, the ranged player is still bound by inventory (suppose each throwing knife takes up 2 spaces of the inv. so there's only so much he can hold) and furthermore attack bar is reset and defense bar is cut by 10 percent per throw. This means that should the melee player catch up, the ranged player is very vulnerable. Also, the actual throw will take 1 second for the shooter to execute said action (thereby freezing mid run), so the melee player can catch up eventually.
Not to mention, if the melee player manages to get a hit in on a shooter whose aim bar is still up (which would remain up for 2 seconds after a throw has been executed), it would be treated as if the shooter was running.
And depending on the items thrown, the base damage could be higher (javelins probably would have the highest damage but take up the most inventory slots).
I don't know how balanced this would be, or how good of a suggestion this would be (probably is a stupid one) but I don't know, just flame me. I'll expect it.
EDIT: Also damage of thrown weapons are half that of a sling.