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Balancing ranged attacks?
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Iceblade
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Joined: 27 Feb 2006
Posts: 5

PostPosted: Tue Mar 07, 2006 11:47 am    Post subject: Reply with quote

Ranged attacks are still far too powerful.
A few rangers with Taulmerit Bows and high skills are almost invincible and easily take out even well equipped ai hordes
that outnumber them by factor 3.

It's not a general problem, but could be solved with simple balancing.
Just decrease the range or the damage of the deadliest bows more substantial.
The mistake is that top level bows have an enormous range andvantage AND an enormus damage advantage!
I suggest to cut one of the bonuses hard, most suitable decrease the range again by about 15-20%.
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Josia
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Joined: 17 Mar 2007
Posts: 3

PostPosted: Wed Mar 21, 2007 12:23 am    Post subject: Reply with quote

I have a few ideas I haven't seen posted that I figured I'd add:

1) Penalties for accuracy and damage scaled by range, rather than a simple cap on max range. I have noticed a 30% damage reduction at range, but this doesn't seem high enough. Making penalties linear (with penalties starting at, say, 10ish modified by bow) and extreme at long range would help.

2) Add some concept of ammo. Maybe units only get 12 shots per combat, or maybe you need to buy and stock quivers. Damage could be less a function of the bow and more a function of the arrow / quarrel, with more effective ammo being more expensive per shot. Combined with above this would be add a new tactical element; do you start expending your limited ammo at range where you'll get more shots, or do you save your ranged attacks for when the enemy is closer so each shot will be more effective but the archers are more at risk. Archer-heavy clans could still be very effective but at a high cost.

I very much like the ideas of adding cover as a factor and adding anti-archer spells. Even something as simple as a single spell that increased a character's chance to avoid an incoming arrow would be a great addition.
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