(REALIZED IDEA) Archery - updated mechanics
- King of Worms
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(REALIZED IDEA) Archery - updated mechanics
EDIT: Base idea implemented by Hazelnut by now, thank you!! Theres still room for implementing the advanced charging rules as suggested bellow
As it is now, its basically "click once to shoot a arrow" so your bow feels more like a pistol.. click click click
But in more recent games utilizing bows (Tomb raider?) we have seen this can be done in much better way and its quite easy to do so.
You press a LMB and hold it. The bow "charges" and stays charged until you release the LMB and THAN it fires the arrow.
Easy as that, but its a game changer. Feels like shooting a bow and not some strange gun...
Than you have the advanced possibility, to create a "advanced charging" rules:
Like - hold at least 1 sec to get max dmg
hold 3 sec to overcharge and get additional dmg
If you hold less than one sec - not full dmg
If you hold more than 10 sec, you fire anyway with lesser dmg
OR as Gadel stated 4 posts below, I like the base idea, not really sure about the strength/agi modifiers, but Im not against it either. I will copy paste it here for easier navigation:
Charge power -> time ->damage
0-> 0s-> damage 0%
1-> 0,2s -> damage 2 %
2 -> 0,4s -> damage 4 %
3 -> 0,6s -> damage 8 %
4 -> 0,8s -> damage 16%
5 -> 1 s -> damage 32%
6 -> 1.2s -> damage 64%
7 -> 1.4s ->damage 100 % + bonus chance to crit ?
8 -> 1.6s -> damage 90 % + 10% lesser chance to hit.
9 -> 1.8s ->damage 60 % + 30 % lesser chance to hit
10 -> 2S -> auto realese the arrow Damage 60% + 50% less chance to hit.
U may also make a formula to traduce the time to band an arrow... since someone with high strenght will band it faster... and someone with high "agility" will have a better aim and will probably raise his critical hit chance. and endurance may come into play when the bow is fully banded... more endurance, longer time to realease full banded.
0-> 0s-> damage 0%
1-> over 0,4 -(str * 0.02)] -> damage [2 + (Agi*0.02)]%
2 ->over 0,6s -(str * 0.02) -> damage [4 % +(Agi*0.04)]%
3 ->over 0,8s -(str * 0.02) -> damage [8 + (Agi*0.08)]%
4 -> over 1,0s -(str * 0.02) -> damage [16 + (Agi*0.16)]%
5 -> over 1,2 s -(str * 0.02) -> damage [32 + (Agi*0.32)]%
6 -> over 1.4s -(str * 0.02)-> damage [64 + (Agi*0.64)]%
7 -> over 1.6s -(str * 0.02)->damage [100 +(Agi*1.00))% + bonus chance to crit ?
8 -> over 1.8 s -(str * 0.02)+(end *0.06)-> damage [90 +(Agi*1.00)]% and [10-(AGI*0.05)]% lesser chance to hit.
9 -> over 2.0 s -(str * 0.02)+(end *0.06)->damage [60 +(Agi*1.00)]% and [30-(AGI*0.15)]% lesser chance to hit
10 -> 2.2 S -(str * 0.02)+(end *0.06)-> auto realese the arrow Damage [60+(Agi*1.00)]% and [50-(AGI*0.25)]% lesser chance to hit.
But these advanced sets are just a bonus, the basic stuff will improve the game on its own.
PS: If the advanced sets are implemented with the max of 2s as Gadel suggested, I can create a sound of this length which will hint on what is actually happening, that would be cool
As it is now, its basically "click once to shoot a arrow" so your bow feels more like a pistol.. click click click
But in more recent games utilizing bows (Tomb raider?) we have seen this can be done in much better way and its quite easy to do so.
You press a LMB and hold it. The bow "charges" and stays charged until you release the LMB and THAN it fires the arrow.
Easy as that, but its a game changer. Feels like shooting a bow and not some strange gun...
Than you have the advanced possibility, to create a "advanced charging" rules:
Like - hold at least 1 sec to get max dmg
hold 3 sec to overcharge and get additional dmg
If you hold less than one sec - not full dmg
If you hold more than 10 sec, you fire anyway with lesser dmg
OR as Gadel stated 4 posts below, I like the base idea, not really sure about the strength/agi modifiers, but Im not against it either. I will copy paste it here for easier navigation:
Charge power -> time ->damage
0-> 0s-> damage 0%
1-> 0,2s -> damage 2 %
2 -> 0,4s -> damage 4 %
3 -> 0,6s -> damage 8 %
4 -> 0,8s -> damage 16%
5 -> 1 s -> damage 32%
6 -> 1.2s -> damage 64%
7 -> 1.4s ->damage 100 % + bonus chance to crit ?
8 -> 1.6s -> damage 90 % + 10% lesser chance to hit.
9 -> 1.8s ->damage 60 % + 30 % lesser chance to hit
10 -> 2S -> auto realese the arrow Damage 60% + 50% less chance to hit.
U may also make a formula to traduce the time to band an arrow... since someone with high strenght will band it faster... and someone with high "agility" will have a better aim and will probably raise his critical hit chance. and endurance may come into play when the bow is fully banded... more endurance, longer time to realease full banded.
0-> 0s-> damage 0%
1-> over 0,4 -(str * 0.02)] -> damage [2 + (Agi*0.02)]%
2 ->over 0,6s -(str * 0.02) -> damage [4 % +(Agi*0.04)]%
3 ->over 0,8s -(str * 0.02) -> damage [8 + (Agi*0.08)]%
4 -> over 1,0s -(str * 0.02) -> damage [16 + (Agi*0.16)]%
5 -> over 1,2 s -(str * 0.02) -> damage [32 + (Agi*0.32)]%
6 -> over 1.4s -(str * 0.02)-> damage [64 + (Agi*0.64)]%
7 -> over 1.6s -(str * 0.02)->damage [100 +(Agi*1.00))% + bonus chance to crit ?
8 -> over 1.8 s -(str * 0.02)+(end *0.06)-> damage [90 +(Agi*1.00)]% and [10-(AGI*0.05)]% lesser chance to hit.
9 -> over 2.0 s -(str * 0.02)+(end *0.06)->damage [60 +(Agi*1.00)]% and [30-(AGI*0.15)]% lesser chance to hit
10 -> 2.2 S -(str * 0.02)+(end *0.06)-> auto realese the arrow Damage [60+(Agi*1.00)]% and [50-(AGI*0.25)]% lesser chance to hit.
But these advanced sets are just a bonus, the basic stuff will improve the game on its own.
PS: If the advanced sets are implemented with the max of 2s as Gadel suggested, I can create a sound of this length which will hint on what is actually happening, that would be cool
Last edited by King of Worms on Sun May 02, 2021 6:18 pm, edited 9 times in total.
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- jayhova
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Re: Archery - updated mechanics
I would love to see expanded bow mechanics.
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Re: Archery - updated mechanics
Absolutely on board. This is a splendid idea!
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.
My main quest in the DFU community is my (Mostly) Magic Mod.
My main quest in the DFU community is my (Mostly) Magic Mod.
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Re: Archery - updated mechanics
i really like the "charge" idea... still...
IRL... a bow is charged but can't be hold "charged" for long since it's exhausting... so...
that's how it works IRL
No banding => no power...
u have to band the bow full length and then realease... for full power...
When full lenght banded u'll start to feel ur harm exhausted... so... u'll lose power and precision on aim cause u wont "cleanly" release the arrow.
Wich is almost never traduced in games...
to translate in game term i would say something like that...
So i guess it's like
Charge power -> time ->damage
0-> 0s-> damage 0%
1-> 0,2s -> damage 2 %
2 -> 0,4s -> damage 4 %
3 -> 0,6s -> damage 8 %
4 -> 0,8s -> damage 16%
5 -> 1 s -> damage 32%
6 -> 1.2s -> damage 64%
7 -> 1.4s ->damage 100 % + bonus chance to crit ?
8 -> 1.6s -> damage 90 % + 10% lesser chance to hit.
9 -> 1.8s ->damage 60 % + 30 % lesser chance to hit
10 -> 2S -> auto realese the arrow Damage 60% + 50% less chance to hit.
U may also make a formula to traduce the time to band an arrow... since someone with high strenght will band it faster... and someone with high "agility" will have a better aim and will probably raise his critical hit chance. and endurance may come into play when the bow is fully banded... more endurance, longer time to realease full banded.
i Dont know if u get me here. I hope
edit : rethinked the above chart.
0-> 0s-> damage 0%
1-> over 0,4 -(str * 0.02)] -> damage [2 + (Agi*0.02)]%
2 ->over 0,6s -(str * 0.02) -> damage [4 % +(Agi*0.04)]%
3 ->over 0,8s -(str * 0.02) -> damage [8 + (Agi*0.08)]%
4 -> over 1,0s -(str * 0.02) -> damage [16 + (Agi*0.16)]%
5 -> over 1,2 s -(str * 0.02) -> damage [32 + (Agi*0.32)]%
6 -> over 1.4s -(str * 0.02)-> damage [64 + (Agi*0.64)]%
7 -> over 1.6s -(str * 0.02)->damage [100 +(Agi*1.00))% + bonus chance to crit ?
8 -> over 1.8 s -(str * 0.02)+(end *0.06)-> damage [90 +(Agi*1.00)]% and [10-(AGI*0.05)]% lesser chance to hit.
9 -> over 2.0 s -(str * 0.02)+(end *0.06)->damage [60 +(Agi*1.00)]% and [30-(AGI*0.15)]% lesser chance to hit
10 -> 2.2 S -(str * 0.02)+(end *0.06)-> auto realese the arrow Damage [60+(Agi*1.00)]% and [50-(AGI*0.25)]% lesser chance to hit.
IRL... a bow is charged but can't be hold "charged" for long since it's exhausting... so...
that's how it works IRL
No banding => no power...
u have to band the bow full length and then realease... for full power...
When full lenght banded u'll start to feel ur harm exhausted... so... u'll lose power and precision on aim cause u wont "cleanly" release the arrow.
Wich is almost never traduced in games...
to translate in game term i would say something like that...
So i guess it's like
Charge power -> time ->damage
0-> 0s-> damage 0%
1-> 0,2s -> damage 2 %
2 -> 0,4s -> damage 4 %
3 -> 0,6s -> damage 8 %
4 -> 0,8s -> damage 16%
5 -> 1 s -> damage 32%
6 -> 1.2s -> damage 64%
7 -> 1.4s ->damage 100 % + bonus chance to crit ?
8 -> 1.6s -> damage 90 % + 10% lesser chance to hit.
9 -> 1.8s ->damage 60 % + 30 % lesser chance to hit
10 -> 2S -> auto realese the arrow Damage 60% + 50% less chance to hit.
U may also make a formula to traduce the time to band an arrow... since someone with high strenght will band it faster... and someone with high "agility" will have a better aim and will probably raise his critical hit chance. and endurance may come into play when the bow is fully banded... more endurance, longer time to realease full banded.
i Dont know if u get me here. I hope
edit : rethinked the above chart.
0-> 0s-> damage 0%
1-> over 0,4 -(str * 0.02)] -> damage [2 + (Agi*0.02)]%
2 ->over 0,6s -(str * 0.02) -> damage [4 % +(Agi*0.04)]%
3 ->over 0,8s -(str * 0.02) -> damage [8 + (Agi*0.08)]%
4 -> over 1,0s -(str * 0.02) -> damage [16 + (Agi*0.16)]%
5 -> over 1,2 s -(str * 0.02) -> damage [32 + (Agi*0.32)]%
6 -> over 1.4s -(str * 0.02)-> damage [64 + (Agi*0.64)]%
7 -> over 1.6s -(str * 0.02)->damage [100 +(Agi*1.00))% + bonus chance to crit ?
8 -> over 1.8 s -(str * 0.02)+(end *0.06)-> damage [90 +(Agi*1.00)]% and [10-(AGI*0.05)]% lesser chance to hit.
9 -> over 2.0 s -(str * 0.02)+(end *0.06)->damage [60 +(Agi*1.00)]% and [30-(AGI*0.15)]% lesser chance to hit
10 -> 2.2 S -(str * 0.02)+(end *0.06)-> auto realese the arrow Damage [60+(Agi*1.00)]% and [50-(AGI*0.25)]% lesser chance to hit.
- Hazelnut
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Re: Archery - updated mechanics
Hmmm, I wonder if this would be a good fit for the roleplay realism mod I started? Currently all it has is the sleep by activating beds thing someone requested. (Can't recall who now, maybe Pango?)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- pango
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Re: Archery - updated mechanics
Yup, stay in bed modification
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Hazelnut
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Re: Archery - updated mechanics
Do you think this fits in there, I'm embarrassed to release it with just that tiny change.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: Archery - updated mechanics
This change I proposed and was further discussed here is a mod territory 4 sure.
It needs to be separated from the need to sleep in bed. Because some ppl might enjoy just one thing (beds vs archery)
It might be a part of Realistic Overhaul mod, where sleeping and archery would be possible to turn on and off separately. Than its golden.
Ps: agree that overchargin the bow should result in a penalty
Pss: If u create the archery mod you will be my personal hero!!
There might be something like this with magic too btw. Overboost the spell by holding it. U get like 2x magicka requirements for just 1,5x dmg..
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