Home › Forums › Suggestions › Combat › easy but advanced (cross)bow mechanics
- This topic has 2 replies, 3 voices, and was last updated 10 years, 4 months ago by Kuma.
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August 5, 2014 at 8:17 pm #2452agent_dmxParticipant
i think that a good combat system makes the difference in a game. so here my easy to use but very advanced combat system:
the power of a shot depends on 3 things:
the bow
the arrow
the power you useeach bow you craft will have partly randomized stats in terms of power and precision. the other part will depend on what wood you use and(if a skill tree is added) on your crafting skill. the same for the arrow
if you shoot you can say how fast you want to shoot your arrow. a powerful shot arrows will do a lot of damage but the change to miss is bigger. a TO powerful shot will have the change to backfire and retrieve a bit of the damage to. a to weak shot will go about 2 blocks far and fall to the ground.
also if a skill tree is added a archery branch can be added so you can shoot harder of more precise.
i think this will add a element of skill in the game. not just in-games skills but also your own skills. and different bows will shoot different so you get used to a bow.
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August 12, 2014 at 12:26 pm #3547MaxMember
Good ideas, I really like the meaty and powerful feel I get from drawing a bow full strength in a game. I feel it’s a lot more fulfilling than the ‘pewpew’ quickfire bow-guns that come around every now and then.
In addition, I quite liked the crossbow mechanic a game called War of the Roses used (note: War of the Roses is not that good a game imho, but this mechanic was cool).
In it, you’d be presented with a ‘minigame’ when you’d reload your crossbow and would reload faster if you’d match a rotating ‘hook’ with on a certain area. Basically match a spinning line with a segment of a circle, justified in-game as the ratchet of the crossbow mechanism. In parts, this is similar to Gears of War’s active reload mechanic.
In addition to adding a little more skill to even the simplest thing like reloading, with the crafting system you’ve suggested, perhaps different firing mechanisms could exist as a variable/craftable part of crossbows.
These mechanisms might have different passive reload speeds, difficulties (speed of rotator/sizes of segment) of the minigame, different bonuses from successfully completing the minigame, and connected to these differening times differing damages. E.g., a windlass mechanism, a lever mechanism, or just hand-drawn.
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August 12, 2014 at 5:14 pm #3560KumaMember
I was never a fan of this reload minigames because it takes you right out of the action. But if they implement it well and the immersion stays then why not^^
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