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  • Suggestions for bolts and arrows.

    EDIT: Aiee! this was ment to go in the suggestions forum, someone please move it.

    GUARDS:

    Regular bolts which are being held over a flare or torch for 3 seconds should catch on fire. When fired they will not behave like firebolts, but rather like cheap tag bolts. They don't stick to thieves or other guards but act the same way as a tag bolt would besides that, perhaps with a less duration...

    Also, I'd like to see more knockback for regular bolts, so you can shoot thieves off of the rafters...

    Tag arrows do not operate by fire, so they should work underwater (guards currently have no ways to illuminate underwater areas).

    When a thief fires a water arrow at a guard who has a firebolt readied, the guards fire bolt should change into a normal bolt. Same thing when a guard jumps into water when he has the firebolt readied.

    Paralyse arrows should be Green and retrievable from the surroundings, so if you miss and fire it into a wall, you should be able to take it out and reuse it (the green color would help a player to see the difference between normal bolts and para bolts)..


    THIEVES:

    The Footstep arrows noise should have a larger range than they have now. Also, footstep arrows should be able to stick in characters... this would be hilarious in a thiefmatch game, and at least usefull in normal games. Footstep arrows should be reusable when retrieved, and they should bounce off of objects and walls instead of sticking into them.

    Vine arrows fired at guards will do no damage, but they will entangle them instead. Entanglement is exactly the same as paralyse, but it would last longer... 8 seconds perhaps, after which the guard has managed to squirm himself out of the vines.

    Thump arrows which can be used to open or close doors from a distance, the can also be used to frob buttons, levers or just to knock a guard off of a roof or any other general high place.
    Thump arrows have to be charged maximally to have the thump effects take place, and they bounce off of objects instead of sticking into them, so they're reuseable.

    The ability for thieves to turn regular broadhead arrows into water arrows when they are near a watery place. Any broadhead arrow fired underwater will be a water arrow when you pick it up again.

  • #2
    Guards:
    Yes
    Yes
    No
    Yes!
    Yes

    Thieves:
    Yes
    No
    No
    No

    Comment


    • #3
      Parabolts are already retrievable if they hit a surface that they stick into rather than breaking against.

      Comment


      • #4
        Originally posted by LaughingRat
        Parabolts are already retrievable if they hit a surface that they stick into rather than breaking against.
        But do they still count as parabolts?

        Comment


        • #5
          Originally posted by -=V12US=-
          But do they still count as parabolts?
          Yes. :grin:

          Comment


          • #6
            GUARDS:
            Yes (but if are not fired within 5 seconds, they are burned up and lost)
            No
            No
            No
            Yes (To changing the color)

            Thieves:
            Yes (but not to stick into people, unless you give them the ability to remove them)
            Yes
            No
            No
            Thought for the day: Beware of Gods who do not laugh

            http://bobthemad.8m.com/

            Comment


            • #7
              Water zones are balanced now. Thieves can dive when they're on fire and take water crystals if they're lucky. Guards have no reason to explore water really. Water is meant to be good for thieves , and is generally outside , near thief spawns , else it provides a hiding place.

              About the vine idea... paralyze effect would encourages circlestrafing. Perhaps it may cause the guard to fall instead (feign death animation , stands up in 2 seconds) so that an escaping thief can use the vine as a last resort disabling weapon. It could prove to be usefull to take the objectives in heavily guarded rooms.

              Comment


              • #8
                Originally posted by LaughingRat
                Originally posted by -=V12US=-
                But do they still count as parabolts?
                Yes. :grin:
                Cool, just tried it and it does work! I'd still like them tio be a different colour though...

                Comment


                • #9
                  Originally posted by -=V12US=-
                  Cool, just tried it and it does work! I'd still like them tio be a different colour though...
                  Would I steer you wrong?

                  I'd like to see ALL the bolts have different appearances, like the thief arrows. Would be a lot easier to tell what you have loaded.

                  Comment


                  • #10
                    Originally posted by -=V12US=-
                    EDIT: Aiee! this was ment to go in the suggestions forum, someone please move it.

                    THIEVES:

                    The Footstep arrows noise should have a larger range than they have now. Also, footstep arrows should be able to stick in characters... this would be hilarious in a thiefmatch game, and at least usefull in normal games. Footstep arrows should be reusable when retrieved, and they should bounce off of objects and walls instead of sticking into them.
                    It does that

                    Also: Moss Arrows hitting lamps should cover the light for 5 seconds. Then it should burn for 10 sec's, with twice the light of normal. If hit with another Moss while power burning, the power burn timer would be reset to 10/10 should be added.

                    Comment


                    • #11
                      A suggestion for crack arrows:

                      If they are shot and come in contact with fire, they explode giving a high amount of damage, say something like 75, with a very small spalsh area giving damage of 50.

                      This would extinguish the flame(and any flame within the splash area), as well as have no crack effect or lingering crack cloud.

                      If the cloud encounters fire (player or AI on fire, fire bolt) a damage of 50 for direct contact with a splash damage of 25, the cloud disappears, and all fire is extinguished within the splash radius.
                      Hippopotomonstrosesquippedaliophobia, n. See also Irony.

                      Comment


                      • #12
                        Originally posted by -=V12US=-
                        Vine arrows fired at guards will do no damage, but they will entangle them instead. Entanglement is exactly the same as paralyse, but it would last longer... 8 seconds perhaps, after which the guard has managed to squirm himself out of the vines.
                        [sarcasm]
                        Right, because thieves need more ways to disable guards. Flashbombs and crack arrows just aren't enough!
                        [/sarcasm]

                        Why would a vine arrow paralyze a guard for longer than a paralyze bolt paralyzes a thief? The bolt is designed for paralyzing - the vine arrow isn't.

                        About the only thing I agree with, V12US, is that tag bolts should work underwater - they aren't fire-based (and neither is the book on DE).

                        As for the water arrow putting out a guard's fire bolt, you don't want to open that can of worms - because then I could argue that a thief who's on fire should lose all his potions (they boil away) and his bow (which is wood, and burns nicely).

                        I think para bolts should have their duration upped to at least 10 seconds, preferably 15. They should last as long as a crack arrow (which also costs 50).

                        Comment


                        • #13
                          Originally posted by Slappy
                          I think para bolts should have their duration upped to at least 10 seconds, preferably 15. They should last as long as a crack arrow (which also costs 50).
                          Ten seconds, way too long. Parabolts only cost 50, too, and their effect is far more deadly. If you cna't kill a thief in 8 seconds of paralysis, try tiddly-winks instead.

                          Comment


                          • #14
                            Originally posted by LaughingRat
                            Ten seconds, way too long. Parabolts only cost 50, too, and their effect is far more deadly. If you cna't kill a thief in 8 seconds of paralysis, try tiddly-winks instead.
                            Why is ten seconds too long to be para'ed (which is more like slowed, not paralyzed) but being cracked for 10 or 15 seconds is ok?

                            In any case, I totally suck at tiddly-winks.. guess I better learn how to kill thieves.

                            The current para only lasts 4 seconds or so; I'd buy em if they lasted 8.

                            Comment


                            • #15
                              Originally posted by Slappy
                              The current para only lasts 4 seconds or so; I'd buy em if they lasted 8.
                              Do they only last 4? Huh. Guess I've never let a thief last long enough to find out

                              Comment

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