(REALIZED IDEA) Archery - updated mechanics
Posted: Fri Jan 25, 2019 1:01 pm
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