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Post by shrike32 on Aug 31, 2006 9:17:05 GMT -5
Here is a suggestion from Oangband. The 'quiver' slot has been generalized to allow multiple ammos to be readied, using the numbers to tell them apart. You can have up to 10 types of arrows 'ready' for example, listed as types 0-9. This comes in very handy with macros and when you find branded arrows that you only want to use in special situations. The quiver slots also will allow knives and darts to be readied as ammo for the thief/assasin classes. Since NewAngband has such cool branded ammos, this would really be great!
The source is available from Oangband 1.1.0.
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Post by Variaz on Aug 31, 2006 10:12:48 GMT -5
The things is, the quiver, like other items, can provide bonuses. How, if you equip 10 different kind of arrows... that's 10 more possibilities for bonuses/resistances!! Way too much!! Unless we say that the quiver no longer gives any bonuses.... but... is that really what we want? But..... maybe I have an idea.... There could be a "Quiver" item that allow you to equip a certain total amount of arrows/bolts/pebbles in your ammo slots(instead of having to equip a ranged weapon). This quiver could be magical and have regular magic item bonuses. The ammos would not get as many bonuses, only brands and +to_h/+to_d that would not add to the global characters bonus, they would only be applied when shooting. Also, different quivers could allow you to equip different numbers of ammos. A small quiver could allow 50 arrows, while a large quiver could allow 100. Magical quivers could have even bigger capacities! Anyway, I haven't decided whether or not I would implement this feature yet, there are a few coding issues with this, but it could be done! Anyone else would like this feature implemented?
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Post by shrike32 on Aug 31, 2006 11:27:57 GMT -5
Yes, I like that "quiver" item idea a lot! I think that item has been missing from other roguelikes. Quivers are real items, not just a pseudo-slot in the equipment!
Also, I really like the idea of letting the quiver have the magic bonuses, taking the bonuses (except for brands and tohit/todam) off the ammo. One of the greatest types would be a 'bottomless' quiver that could have an activation to create basic ammo. Or it could activate to brand ammo. I'm sure you are way ahead of me here....
You have once again come up with an innovation in the world of Angband Variaz. My hat is off to you.
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Post by Variaz on Aug 31, 2006 12:16:12 GMT -5
Great! Now I have no choice but to implement that Quiver thing! ;D
Now, however, one minor problem if we allow multiple arrows to be equipped at once: how will we calculate damages in the character's sheet? Currently, it's no problems since there's only one quiver slot... but if there's 10, how will damages calculation works? Only the first ammo in the list maybe? Modify the character's sheet to allow all 10 slots?
Any ideas?
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Post by shrike32 on Aug 31, 2006 13:06:38 GMT -5
If you allow multiple ammos to be put in the quiver, then there has to be a way to order the ammos. So, in that case it makes sense to only calculate for the 'top' of the pile, the ammo that is used NOW if we were to fire one shot off the top of the quiver.
Oangband does this by enscriptions on the ammo, but NewAngband could sort by the damage potential say, and allow enscriptions to override that 'natural' ordering. Another sorting method could be by the cost of the ammo, so you shoot cheap stuff first and only use expensive ammo for uniques Elites or Bosses. I usually do this just by carefully chosing the ammo I have in the quiver, but then when I encounter a Boss I have to swap out ammo.
Thanks for considering this and giving it some thought.
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Post by Lipa on Aug 31, 2006 16:03:55 GMT -5
This quiver item is a really cool idea! Two thumbs up!!!
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Post by nork on Aug 31, 2006 19:09:20 GMT -5
Sounds like a really interesting idea. Just make sure that quivers can have magic bonuses like the current ammo does and have ammo bonuses just for firing/shooting/throwing.
Some suggestions for additional magic effects on quivers.
A. summon ammo - it will summon generic (or better) ammo of the type the quiver holds.
B. bottomless quiver - the ammo that you have loaded magically never runs out (but you have that as an archer skill)
C. ammo branding - would brand any ammo in the quiver with X brand
D. Extra might - adds a multiplier some where in the damage equation (like +1 to the bow multiplier)
E. extra shots - makes you shoot faster
Just a few suggestions Nork
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Post by Lipa on Sept 1, 2006 4:46:49 GMT -5
Great suggestions, Nork! I especially like that one about auto-branding. It would really be cool - a magical quiver that would automatically brand ammo. And I think tweakable quivers would be much fun as well!
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Post by junyortrakr on Sept 5, 2006 10:52:51 GMT -5
On the subject of extra bonuses for equipped missles: I think that it isn't necessary for the missles themselves to give any character bonuses. The launcher should be able to handle any of those. I would think just the bonuses for to damage, to hit, branding, etc. should be enough for the missle itself.
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