No archery @ close range!
issueid=56 05-04-2008 12:08 PM
Ancient Member
Number of reported issues by Maul: 6
No archery @ close range!

Well, I think the title says it all. I find it quite unrealistic in ADOM that you can still calmly (more or less :)) reload your bow and fire while a big ugly troll is whacking you. Bows and crossbows aren't like that anyways. They are deadly at long range, but good luck using them in a brawl. While we're here, I think crossbows should be given 1 turn reload time, and in turn they'd be stronger - bows and crossbows are different but in ADOM this difference is hardly shown.
(Of course, this may require balance measures, but still.)
Issue Details
Issue Number 56
Issue Type Feature
Project ADOM II (formerly known as JADE)
Category Unknown
Status Suggested
Priority Unknown
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 14
Votes against this feature 8
Assigned Users (none)
Tags (none)




07-27-2011 03:01 PM
Ancient Member
Why wouldn't you include bolts?

07-27-2011 07:40 PM
Member
Certainly using a logbow close up unless very skilled in use could be more difficult and possibly take a bit longer
Small bows (as used by maurauding Mongolians from horseback) can be fired extremely rapidly and close up (again very highly skilled users though)
And would'nt a loaded sling simply be like a cosh very close ?
And wouldn't a scurgar work as a viciously curved knife ?

Perhaps start the other way round. As suggested by others standardly quarter, third or half damage if adjacent but once a level 30 archer (or whatever) the user is considered skilled enough.

Perhaps crossbows should take a bit longer to load. With the exception of two all my completions of ADOM were gnomish archers (crossbow specialists)

07-28-2011 02:17 AM
Senior Member
Quote Originally Posted by JellySlayer
Why wouldn't you include bolts?
Because they operate in a different manner from missiles. And to keep them from being overpowered, I'd make them much weaker than they were in ADoM. After all, unlike a missile, a bolt keeps going after hitting a monster. One of the downsides is the limited choice of target - you can choose one of eight directions, which means that most of the time, you can't use it to hit a monster placed off a diagonal, unless there's a well-placed wall to bounce off (and it's a bouncing bolt).

As I view it, you have your melee equivalent (burning hands and similar), your missile equivalent, and then you have the dedicated magical attack types, the bolt and ball. But both of those would be far weaker than the melee and missile types, to counteract their ability to hit multiple targets.

If I were going to attach a tactic to them, I'd put them in the Melee category, at least.

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