Stay back, this thing's loaded!
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- MrPenguin589
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Stay back, this thing's loaded!
Okay, so this is a way as how to implement arrows/bolts/etc.
What we do is create a whole new set of items: loaded items.
So let's say you have a regular longbow. With it, you have two choices: bash someone over the head with it (very little damage), or load it. You click a button and it starts a project: "Knocking(or however it's spelled) an arrow".
You add an arrow to the project, and work on it. The project, preferrably, would finish in a matter of seconds, or instantaneously. Now, instead of a longbow you have loaded longbow.
You can now attack someone with the loaded longbow, and do the normal amount of longbow damage. After using it, it returns to longbow and you must load it again to do some damage. You can, of course, hit someone with the bow itself, but this damages the bow quickly and does relatively little damage. The upside to that is that you can still defend yourself (sort of) if you're out of arrows.
The same process applies for crossbows.
Also, to prevent all sorts of strange situations, arrow or bolt loading projects are automatically deleted after either a) and hour has gone past, or b) the project initiator leaves the area.
Also, this would be the only project that could be initiated on a road.
So... likey or no likey?
What we do is create a whole new set of items: loaded items.
So let's say you have a regular longbow. With it, you have two choices: bash someone over the head with it (very little damage), or load it. You click a button and it starts a project: "Knocking(or however it's spelled) an arrow".
You add an arrow to the project, and work on it. The project, preferrably, would finish in a matter of seconds, or instantaneously. Now, instead of a longbow you have loaded longbow.
You can now attack someone with the loaded longbow, and do the normal amount of longbow damage. After using it, it returns to longbow and you must load it again to do some damage. You can, of course, hit someone with the bow itself, but this damages the bow quickly and does relatively little damage. The upside to that is that you can still defend yourself (sort of) if you're out of arrows.
The same process applies for crossbows.
Also, to prevent all sorts of strange situations, arrow or bolt loading projects are automatically deleted after either a) and hour has gone past, or b) the project initiator leaves the area.
Also, this would be the only project that could be initiated on a road.
So... likey or no likey?
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- SekoETC
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- MrPenguin589
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The idea of it only taking a few seconds was to keep it (realatively) balanced. Unless we make bows/crossbows do a lot (more) damage, and take an hour (or so) to load.
Or... make big crossbows like ballistas that take hours to load but kill someone in one hit! H4X0R 0MG!
...
Okay, scratch that last part...
Or... make big crossbows like ballistas that take hours to load but kill someone in one hit! H4X0R 0MG!
...
Okay, scratch that last part...
All of my endings are waiting to begin.
- deadboy
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Personally I hate the idea, it is quite difficult for starting up towns to make bows to start with, if you then had arrows it would make them far to expensive to upkeep to be worth it, and by the time it is worth it you would have moved onto steel weapons, it would also make primative bows pointless as I suppose the arrows would be worth more than the bow itself
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- MrPenguin589
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- Octavio
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This discussion looks familiar. I guess I've seen this before!
The loading project idea sounds terrible. Though, I like the arrows idea. Some weapons should use ammo. But to make it simple, you would only need to have the arrows in your inventory.
Anyway, the RD should have a bigger vote on this one.
The loading project idea sounds terrible. Though, I like the arrows idea. Some weapons should use ammo. But to make it simple, you would only need to have the arrows in your inventory.
Anyway, the RD should have a bigger vote on this one.
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- MrPenguin589
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- SCUBA
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- Octavio
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MrPenguin589 wrote:And how is the loading idea terrible?
It's terrible from the technical point of view. First of all, it would require quite some coding specially for it. There's no such thing as projects taking seconds and the expiration or delete project thing would also give some trouble.
And what's the point anyway? Why not simply load it automatically with arrows from your inventory?
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- MrPenguin589
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- Octavio
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- MrPenguin589
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- Pie
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I quite like the idea of having ammo for things, but i think it should go a bit different.
I think it should go like this.
You make a crossbow, and then you make a bolt. Now, this bolt is a verry crappy thing with a bone arrowhead and of crappy wood. You load your bow. you fire your bow, but then you retreav your bolt. now your bolt has some repairing needed to do, since it is so crappy.
As you can see, my idea will make it possible to have ammow without compromising the echonomy of cantr. and possibly, this would make feathers usfull, but of course, i don't think feathers should be needid in making of an arrow, since with the smaller comunitys, it might be hard to find a bird around.... or feathers for that matter.
I think it should go like this.
You make a crossbow, and then you make a bolt. Now, this bolt is a verry crappy thing with a bone arrowhead and of crappy wood. You load your bow. you fire your bow, but then you retreav your bolt. now your bolt has some repairing needed to do, since it is so crappy.
As you can see, my idea will make it possible to have ammow without compromising the echonomy of cantr. and possibly, this would make feathers usfull, but of course, i don't think feathers should be needid in making of an arrow, since with the smaller comunitys, it might be hard to find a bird around.... or feathers for that matter.
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