Discussing Ranged Weapons for Strategic Depth

Currently the game has shortbows, longbows and catapults.  This thread is for discussing the different types of ranged weapons and how each should have multiple methods for decreasing damage or preventing damage allowing for great strategic gameplay.  If I knew Stardock did not have such a design plan originally I would have posted this type of thread back during early 2009.  Elemental would have greater strategic depth while still being easy for a beginner using this design.  Here's a blueprint which Stardock can improve... and a similiar design can be used for melee weapons.  Please no posts how weapon(s) is too weak/powerful this topic is for adding strategic depth the gameplay balance comes second.  Unit cost and Champion cost are for balance discussions and not discussed here.

First we need to list different missile types, their damage, their damage type, their range, their accuracy, their limited ammunition, number of hands.  The limited ammunition is necessary to nerf any exploits players discover during tactical combat... and there's plenty.

A} Shortbow - 2 to 4 damage, piercing damage, range_10 squares, 80% accuracy(since we don't have a precision stat on units), 10_ammo, 2_handed.

B} Longbow - 2 to 6 damage, piercing damage, range_15 squares, 65% accuracy(since we don't have a precision stat on units), 10_ammo, 2_handed

C} Greatbow - 3 to 8 damage, piercing damage, range_12 squares, 70% accuracy(since we don't have a precision stat on units), 14_ammo, 2_handed.

D} BlowDarts - zero to 3 damage, piercing damage, range_4 squares, 90% accuracy(since we don't have a precision stat on units), 5_ammo, 1_handed.

E} Dartbow - 1 to 3 damage, piercing damage, range_6 squares, 80% accuracy(since we don't have a precision stat on units), 8_ammo, 1_handed.

F} Slingshot - 1 to 4 damage, blunt damage, range_6 squares, 60% accuracy(since we don't have a precision stat on units), 14_ammo, 1_handed.

G} Hurl_LargeStone - 3 to 7 damage + 25% of unit strength, blunt damage, range is 50% of unit strength, 80% accuracy(since we don't have a precision stat on units), 2_ammo, 1_handed.  *Primarily for monsters*

H} Hurl_Boulder - 7 to 12 damage + 20% of unit strength, blunt damage, range is 33% of unit strength, 80% accuracy(since we don't have a precision stat on units), 2_ammo, 1_handed.  *Primarily for monsters*

I} Catapult - 7 to 25 damage, blunt damage, 55% accuracy(intelligence could be used if we need engineer units to mount the catapult), 8_ammo, hands_NA

J} Boomerang- 2 to 5 damage, blunt damage, range is 50% of unit strength, 70% accuracy(since we don't have a precision stat on units), unlimited ammo yet 10% chance of breaking, 1_handed.

K} Shuriken - 3 damage, cutting damage, range_5 squares, 70% accuracy(perhaps dexterity could be used), 5_ammo, 1_handed.

L} Throwing Knife - 2 to 3 damage, cutting damage, range_5 squares, 75% accuracy(since we don't have a precision stat on units), 4_ammo, 1_handed.

M} Throwing Axe - 3 to 6 damage, cutting damage, range_6 squares, 60% accuracy(since we don't have a precision stat on units),  2_ammo, 1_handed.

 

Second we need to list different methods of defense and bonuses for piercing damage, blunt damage and cutting damage.  Ideally it should be possible in the future for forging OR casting magical extra enchantments on these weapons thus having poison(earth), lightning(air), flaming(fire), ice(water) damage, decay(death), etc., etc., . 

Cutting Damage - Spells specific for reducing cutting damage(single unit or whole battlefield), Forging enchantments for reducing cutting damage, Shields having % chance of blocking, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}.

Piercing Damage - Spells specific for altering piercing damage to miss target and land on a random square(Gusts of Wind)(BlindingLight), Forging enchantments for reducing piercing damage, Shields having % chance of blocking, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}..

Blunt Damage - Spells specific for reducing blunt damage(single unit or whole battlefield), Forging enchantments for reducing blunt damage, Shields having % chance of reducing damage, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}.

 

 

FINALLY  before anyone says this is too complex... it's only complex if you wish to spend the time calculating why a throwing knife will work better against opponent X as compared to opponent Y.  The new players can still play fun good games with diversity without any need to research formulas.  Basically the deep strategic game depth exists, but it's not necessary because an army of soldiers guarding archers will still be effective... the only possible exception is on the very difficult games where the player is greatly outnumbered.

13,933 views 7 replies
Reply #1 Top

NOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

Line of sight.  Obstruction.  Shot Trajectory.  Problem solved.

 

Accuracy, range and damage types are oh so secondary to a basic rule change that will make things vastly better.  Combined with army setup as opposed to random placement, you can end the assassination nonsense without nerfing them beyond usefulness against regular forces.

+1 Loading…
Reply #2 Top

Line of sight.  Obstruction.  Shot Trajectory.  Problem solved.
End of quote

I like this better.

Reply #3 Top

Quoting Empyrean, reply 2

Line of sight.  Obstruction.  Shot Trajectory.  Problem solved.


I like this better.
End of Empyrean's quote

Agreed, except I would add a reduction in damage and accuracy the longer the range.

Reply #4 Top

I would like a certain point where it is out of range....right now archers are ridiculously over powered.

Reply #5 Top

I do like NTjedi's various weapon additions although some of the need range tweaks for example blow gun and shuriken ,throwing knife and dart should be shorter (only sightly) in ranges blow dart. as to the damage types are consistent with the weapon types so that works very well... I further see little trouble with the Dev's using that and Line of sight / Shot Trajectory/range as to hit modifiers. to bring range a little more in line..

 

All in all good ideas in this thread for new ranged weapons and weapon success modifiers..

 

Reply #6 Top

I like this idea. I think it would help with the balancing side too.

I disagree with some of the accuracy stats and the ammunition though. I think all bows should have the same base accuracy, unless it's something like a 'Superior Bow'. Also, I can't see why a shortbow user would have less ammunition than a greatbow user.

Reply #7 Top

I like the cut of your blade.