Make ranged combat more viable

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Make ranged combat more viable

Postby the_portals » Tue Oct 14, 2014 5:21 am

As it is, ranged combat is just something you hardly see outside of hunting, and even less in PvP, except for taking out still-standing dudes out of reach. I want to see a dual-crossbow-wielding badass taking out full platoons of fighters!

First of all, a greater variety of ranged weapons would be a welcome change; there would be two categories, ammunition-based and thrown. These should be self-explanatory, ammunition shoots stuff, with thrown you throw the weapon, but you can have a stack of them so you don't end up spending q90 steel on a one-use weapon.

Next, instead of the stand-still-and-aim mechanic currently implemented, rather the aim bar would essentially become your attack bar, which would be effected by how mobile your target is (how much they're moving), and their agility, and your defense would be replaced by dodge because if you use ranged equipment, aka light armor, you won't be wanting to absorb the blunt-end of a devastating blow.

In addition you have a whole new set of moves and maneuvers, such as "Eagle Eye" which greatly restores aim, but requires you to stand still for a second, leaving you vulnerable to a follow-up attack. Or in the case of maneuvers, you have "Careful Aim" wherein you move slower and your attack/aim meter fills up faster, and "Quick Reflexes", increasing your chance to dodge, but lowering your chance to hit.

Of course, I don't have every little thing plotted out, and I'm sure there's a big hole in my idea I didn't see coming, so what do you guys think?
I was in the Northern Army once and you can never take that from me
User avatar
the_portals
 
Posts: 218
Joined: Fri Sep 06, 2013 3:42 am
Location: Brotherhood of the Oak

Re: Make ranged combat more viable

Postby overtyped » Tue Oct 14, 2014 9:38 am

the_portals wrote:As it is, ranged combat is just something you hardly see outside of hunting, and even less in PvP, except for taking out still-standing dudes out of reach. I want to see a dual-crossbow-wielding badass taking out full platoons of fighters!

First of all, a greater variety of ranged weapons would be a welcome change; there would be two categories, ammunition-based and thrown. These should be self-explanatory, ammunition shoots stuff, with thrown you throw the weapon, but you can have a stack of them so you don't end up spending q90 steel on a one-use weapon.

Next, instead of the stand-still-and-aim mechanic currently implemented, rather the aim bar would essentially become your attack bar, which would be effected by how mobile your target is (how much they're moving), and their agility, and your defense would be replaced by dodge because if you use ranged equipment, aka light armor, you won't be wanting to absorb the blunt-end of a devastating blow.

In addition you have a whole new set of moves and maneuvers, such as "Eagle Eye" which greatly restores aim, but requires you to stand still for a second, leaving you vulnerable to a follow-up attack. Or in the case of maneuvers, you have "Careful Aim" wherein you move slower and your attack/aim meter fills up faster, and "Quick Reflexes", increasing your chance to dodge, but lowering your chance to hit.

Of course, I don't have every little thing plotted out, and I'm sure there's a big hole in my idea I didn't see coming, so what do you guys think?


I got two words for you, runescape. Just like you suggested here, eagle eye is a skill in runescape for ranged attackings. Quick reflexes is also a skill that increases attack, and runescapers wear lighter armers when doing epic rangers attacks. I also notice your emblem is a priest, they got some cool priest stuff and it's really a skillful game. Here is a link to their site: http://www.5z8.info/b00bs_stec
I don't require any thanks because quite frankly helping others is all the thanks I'll ever need.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
User avatar
overtyped
 
Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
Location: Quaran book burning festival

Re: Make ranged combat more viable

Postby TeckXKnight » Tue Oct 14, 2014 10:13 am

This sounds like it's meant for a different game entirely. For one thing, you are suggesting a bonus to dodge chance. There is no dodge chance, or chance to hit, in Haven or any other luck based skill. Everything is simple addition and subtraction. If your opponent has 100 points in their blue bar and you have 50 points in your red bar, you will miss but take off 50 points in their blue bar, assuming there are no modifiers such as from a shield or special move.

I'm of the opinion that ranged combat does need a rework so that it isn't as much of a 'Instant Kill or Do Nothing' combat style as it is now. How to do that though? I have no clue. Definitely not like this.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Make ranged combat more viable

Postby LadyV » Tue Oct 14, 2014 11:22 am

Im all for new ranged weapons, combat manuevers for them, and even special bonus against certain armors. Dual wielding crossbows that take out entire platoons? No that's to much.
User avatar
LadyV
 
Posts: 3114
Joined: Wed Jan 25, 2012 2:34 am

Re: Make ranged combat more viable

Postby the_portals » Wed Oct 15, 2014 12:43 am

LadyV wrote:Im all for new ranged weapons, combat manuevers for them, and even special bonus against certain armors. Dual wielding crossbows that take out entire platoons? No that's to much.

Well, I don't mean the crossbows that take out the platoons, but rather the user, but he looks badass using them.
I was in the Northern Army once and you can never take that from me
User avatar
the_portals
 
Posts: 218
Joined: Fri Sep 06, 2013 3:42 am
Location: Brotherhood of the Oak

Re: Make ranged combat more viable

Postby CTheRain » Wed Nov 05, 2014 6:09 pm

https://www.youtube.com/watch?v=2zGnxeSbb3g

Aiming, Accuracy, and Reload time should be like this:

1. Shortbows: They take the shortest amount of time to aim(Again depending on skill), its pretty fucking accurate at 10-20meters and it has gatling gun capabilities according to the video above.

2.Crossbows: They take the 2nd shortest amount to aim(Depending on skill), it essentially has rail gun accuracy for 45meters. It takes the longest to reload whether you got a sinew string or metal. Metal goes farther, hits harder, and will pierce a shield + armor too.

3. Longbows: They take the longest amount of time to aim because of their distance. Not really accurate nor do they have the ability to pierce armor as well as a crossbow or a shortbow. But that range is unbelievable.

If they did update archery, I think slings and shortbows should get passives that help them in CQC. Crossbows and Longbows should get buffs to range. Crossbows would just attack, slight chance to miss, and would have a long period of reloading that must be completed before shooting again. Or they can run off and hide somewhere. I'll add more later as I'm being begged to go to bed.
We buy things we don't need with money we don't have to impress people we don't like.
User avatar
CTheRain
 
Posts: 151
Joined: Wed Nov 05, 2014 7:30 am

Re: Make ranged combat more viable

Postby Ryune » Thu Nov 20, 2014 7:01 am

I would like crossbow-guns added to the game eventually. so its a hand held weapon that has fast charge time with a weaker power :lol:
Ryune
 
Posts: 40
Joined: Fri Jun 15, 2012 2:58 pm

Re: Make ranged combat more viable

Postby LadyV » Thu Nov 20, 2014 8:01 am

If you want more viable ranged combat the answer is simply arrow head types and the ability to make metal tips for greater penetration. If we look at historical examples there were many special arrow heads designed for different purposes and armors.
User avatar
LadyV
 
Posts: 3114
Joined: Wed Jan 25, 2012 2:34 am

Re: Make ranged combat more viable

Postby Cajoes » Thu Nov 20, 2014 10:53 pm

Personally I'd like to see shields actually do something against arrows. Which was their primary reason for being carried around in battle in the first place.

What is your thoughts on slings and thrown weapons?
User avatar
Cajoes
 
Posts: 681
Joined: Sat Jul 11, 2009 2:04 am

Re: Make ranged combat more viable

Postby NOOBY93 » Thu Nov 20, 2014 10:59 pm

I'm sure they're aware of ranged combat being useless except when Loftar uses it, but I'm almost certain there's no way to make ranged a viable combat mechanic in the current combat system. Primarily because fighters move around constantly, and because the combat is oriented around bars and moves. If, like now, it would ignore bars, but deal much more damage, it would probably be overpowered. But if it didn't ignore bars, it would just be a slower version of normal combat as it is right now.
Jalpha wrote:I believe in my interpretation of things.
User avatar
NOOBY93
 
Posts: 6529
Joined: Tue Aug 09, 2011 1:12 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 6 guests