Arrow bombard
#21
Posted 18 June 2008 - 05:10 PM
#22
Posted 18 June 2008 - 05:41 PM
#23
Posted 18 June 2008 - 05:58 PM
Though, in all honesty, they shouldn't be in a direct firefight anyway - in true battle, melee troops should charge their enemies while the ranged units fall behind and/or get in position with which to support their mates up front.
#24
Posted 18 June 2008 - 09:54 PM
#25
Posted 18 June 2008 - 10:41 PM
alright, i could live with that implemented.
see, i can be persuaded
#26
Posted 19 June 2008 - 01:01 AM
#28
Posted 19 June 2008 - 02:22 AM
Robert J.
Edit: To give you an idea of what I've been planning on for bombard et al, the private beta in April started to change how bombard works and ranges, vision, etc. Bombard was switched to a much longer range (about 2x as far, and the ranges of different units now vary a little more than previously). I'm coding these changes (accuracy, scatter distance, etc. as well) through all the archer hordes.
For crossbow, I'm going to work on them to see if I can get them a little stronger. I've even thought about maybe at level # or something, maybe they can get a very minor knockback But they should be closer range, powerful, with a slower reload time.
Also, I've thought about working with the bombard on siege weapons as well. Giving them a larger distance when bombarding compared to targeting.
Edited by robnkarla, 19 June 2008 - 07:47 AM.
#29
Posted 19 June 2008 - 10:41 AM
**long story**
Is it possible elven archers Could shoot their arrows in a straighter way then the human archers due to their inhuman strength wich would allow them too pull the arrow farther back in the bow?
#30
Posted 19 June 2008 - 01:45 PM
Here's how I would break things down, by range:
Thrown Weapons: This mean Knives, Swords(unlikely), Axes, Spears. Extremely varying accuracy and range. Mostly dependent upon the thrower.
Crossbows: Ah, yes, now this is a true weapon. Larger Range than the thrown weapons, probably the most damaging of the ranged weapons. Extremely accurate
Orc Shortbows: Those insults to bowmakers used by goblins and spam orcs. Little better than a thrown weapon. Range may be a little better than the crossbow. Probably stinks like a dead zoo...Extremely inaccurate.
Human longbows: A powerful weapon, third to the crossbow. Greater range than the Orc bows and crossbows, lacking in damage. Relatively accurate.
Elven Longbows: The cream of the ranged weapon group. Greatest range, Great damage, only second to the crossbow. Extremely accurate...For a bow.
#31
Posted 19 June 2008 - 09:49 PM
It's a confusing matter; it seems by common sense that the longbow, by it's very entymology, that it should have the superior range, but I have heard from many archery instructors and from accounts of Crecy and Agincourt of the English tactics.
#32
Posted 19 June 2008 - 09:57 PM
Build time (fastest to slowest)
orc short bows-b/c it is simply a piece of wood and doesn't require training, hence why they stink.
thown weapons-b/c they can be made fast and it doesn't take long to learn how to throw something.
Crossbow-b/c they are rather quick to make and easy to learn.
Longbow(man) - b/c they are quicker to make than a xbow but require a lot more training.
Elves - b/c these are real works of art. They are built by masters.
Cost(cheapest to expensive)
orc - self explainitory
Man longbow - it is just wood
Crossbow - it uses a little more expensive parts
Elves - They are made out of only the best wood
Thrown - metal is harder to come by then wood (but these are for the dwarves so they would have great acess to metal so that could throw off the cost some.)
#33
Posted 19 June 2008 - 10:56 PM
There are basically 3 levels of archers within the elven faction (as it currently stands):
Basic: Lorien, Rivendell, & Mirkwood each have a basic archer unit
Elite: Lorien has Marchwardens adn Mirkwood have their archers
Toggle: Lorien, Rivendell, & Mirkwood have their toggle unit
Mounted: Lorien has a toggle mounted, and Mirkwood is strictly mounted
The goal is for each of the three types to fill a role (each faction filling a different variation on that role), so that they balance against the other factions without being overpowered as well as at any given time you might have a need for that role.
So what you have listed can be used as a guideline for these.
Basic - Roughly on par with the average man unit (anything more would be overpowered to have near elite valued units early game). Outclassing both throwing weapons and orc/goblin. Use - cheaper and more a part of the main army, with armor upgrades, etc.
Elite - These are the archers of the game. Highest Range, and with bombard = 2x range can easily bombard the farthest in the game. Their cost is more prohibitive, they are light armor and maybe move a little faster than their counterparts.
Toggle - They are the mid-range guys. They have range a little stronger than the basic, but not as strong as the elites. They're more cost prohibitive, so will not be run-of-the mill army, can be a versitle addition to your army.
Mounted - Their strength is their speed and cavalry enhancement. Gamplay wise, they are strong against cavalry units, have trample and are a half-way counter to enemy cavalry. Their range is lower, but their "armor/health" is stronger as well as speed.
So what you've outlined is well and good, and I've been using something similar as I've been working through all the bugs/changes to archer units, just adjusted to meet the different levels within the structure. In aggregate the different areas (throwing, crossbows, orcs, human, elves) are about what is outlined I hope. There will likely be changes as things are balanced, but I've doing what I can for some time to flesh out this area of gameplay.
Robert J.
#34
Posted 20 June 2008 - 01:51 AM
Point: On Flat terrain, a crossbow might have a range of 100 to 200 yards.
Uphill, firing towards the crest, a crossbow may lose half it's distance.
Downhill, firing towards the valley, a crossbow might gain twenty yards, depending on make.
Point 2: On flat terrain, a longbow could shoot upwards of 300 yards.
Uphill, won't lose as much as the crossbow, depending on the height.
Downhill...just don't end up on the receiving end of a volley.
Also, those accounts might have failed to inform you of the weather conditions, as Both bows and crossbows would be ill affected by rain and wind.
Also, if I am correct, both Crecy and Agincourt were held by the french, and as such they would know the lay of the land as well as they probably would have been holding any forts or castles.
There's the lesson for the day.
Edited by Vithar Megilaglar, 20 June 2008 - 01:51 AM.
#35
Posted 20 June 2008 - 03:59 AM
#36
Posted 20 June 2008 - 05:33 AM
Edited by Crazy Intellectual Liberal, 20 June 2008 - 05:37 AM.
#37
Posted 20 June 2008 - 02:10 PM
Edited by Vithar Megilaglar, 20 June 2008 - 02:10 PM.
#38
Posted 20 June 2008 - 03:41 PM
The main thing I disagree with is that the weapons throwers shouldn't be the most expensive, but should cost what they do now or maybe if more, then only a little because of the crappiest range.
In terms of tactics and whatnot, diversity is good though and I agree with most of your other general roles for archer units; xbowmen should be like shotguns and would be among the most heavily armored (unupgraded) since they need to get close in order to shoot.
So as for classes, it should be like you and Rob mentioned; there should be:
-Crappy orc archers: horrendous stats all around but cheap and in big hordes. As for range, about the same as xbows or maybe a bit more
-Basic Archers: ok guys with decent range thats more than vision to make the use of units in front to kind of spot for them more important, would be pretty much like they are now and better with upgrades. I'm not gonna discuss whether they shoot via bombard or normal or whatever atm, maybe i'll get into that later.
-Xbows: as I described
-Ax/knife/sword throwers: Crappy range (a bit less than xbows, but enough that they can shoot from behind 1-2 hordes), very well-armored, very high damage
-Spear/javelin throwers: a lot like the other weapon throwers, but with crush revenge and are decent vs cavalry, especially mounted archers
-Mounted archers: (as Rob said, decent vs cavalry and maybe give them knockback against infantry to make them more viable for harassing them)
-Toggle Archers: slightly better than normal archers and swordsmen and better armor than basic archers, but rather costly
-Elite Archers: high stats all around, including cost
This seems like a good case to side with realism as it would make things more deep and interesting, as long as they don't end up OP or UP.
Edited by dojob, 20 June 2008 - 03:46 PM.
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#39
Posted 20 June 2008 - 04:49 PM
#40
Posted 20 June 2008 - 06:54 PM
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