Re: Elven Archers
Posted: 08 Apr 2015 20:25
Well, we could always drop the missile weapons altogether (perhaps restrict it to stuff like thrown weapons - knives, axes, javelins and such, but no bow/crossbow). I even have the backup plan for the Archers in case things go bad. In plan B they're not Archers any more but Scouts/Trackers and use close range weaponry instead (breaking SU monopoly on knives among other things, teehee).gorboth wrote:The big problem in my opinion is that Genesis has no implemented method to calculate range. What does this mean? Shooting to the next room? That is wildly inconsistent due to the fact that in some cases a new room might thematically be meant to be two feet away, while in other cases, it might actually mean you just traveled half a mile.
In a single room, there is no current way to deal with increasing or closing distance to a player. There is potential to fool around with this mechanic via sub-locations within a given room. But the combat routines that govern genesis globally don't have much going on with sublocs at present, to my knowledge.
So ... what distinguishes an archer in combat - in Genesis? Shooting an arrow ... like ... two feet right into the face of someone who standing in front of you trying to slice you with their sword? Seems awkward to say the least.
G.