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Range Fight Skill Tree

by Marjo Creation Date : Monday,16 October , 2006

We are reevaluating the importance and fun-factor of the Ranged Fight skill tree from a game-play point of view. This is the reason why plans related to range fight haven't been added to the Ruins of Silan nor gun slinger NPCs in the Ring.


Important: The following changes have not yet entered the testing phase, and thusly, alterations may take place which can result in different versions, therefore we make no guarantee the following will make it to the live servers exactly as described. For the same reason we can't give you the new values of stats.


1. Effects


Ammunition will have special effects, similar to current magical spells. We speak about "effect" and not "spell" as they will be triggered through the range fight skill.

To have an effect activated while you shoot, you have to use a special stanza learnt at the trainer.

The affliction effects and offensive effects bound to ammunition are different depending on the type of ammo (pistol, bowrifle, launcher ammo, etc.). The four offensive racial effects depend on the civilization plan used to craft the ammo.

The affliction and offensive-type effects are mechanically considered "magic", so jewels will protect you against them and creatures' resists will be the same as their magic resists. "Umbrella" (range protection aura) should remain the one to be used against any kind of ranged fight attack.



2. Statistics


Both ammo and weapons will have an influence on damage and range (it's not the case at the moment). Range mainly depends on the weapon and a little on the ammo. Damage mainly depends on the ammo and a little on the weapon.

We will remove the effect of weight on skills, i.e. if you are "heavy", it won't lower your skills anymore; you will still deal the same damage. However, it will still affect your moving speed and dodge and parry abilities.

Note: This new rule also applies to crafting and harvesting.


a) Ammo statistics


• The seven stats common to all ammunition

- Weight
- Physical Damage (piercing, slashing, or smashing)
- Racial Damage (fire, poison, shockwave, or electricity)
- Range
- Slow Magic Attack
- Slow Melee Attack
- Slow Range Attack


• Additional stats

In conjunction with the list above, pistol and bowpistol ammo have these three effects:
- Sleep
- Slow Move
- Acid

Rifle and bowrifle ammo:
- Madness
- Root
- Rot

Launcher & autolauncher ammo:
- no effects at this time.


• At the merchants

Merchants of Atys should sell generic-like ammo without special effects and weak damage. However, they will also sell special cheap training ammo for launcher and autolauncher which are lighter, less bulky, and do less damage, in order to preserve a healthy learning curve with these weapons until level 250 is reached.


b) Weapons statistics


• Range and damage

Values change. Generally, damage become higher. Below are the classifications (from the best to the worst). Note that this order is no way definitive and may change after testing.

Range:
- Launcher
- Rifle
- Autolauncher
- Bowrifle
- Bowpistol
- Pistol

Damage per second:
- Launcher
- Autolauncher
- Bowrifle
- Pistol
- Bowpistol
- Rifle


• Dodge and parry modifiers

We're playing with the idea of giving malus to the user and to their adversary. However much testing is needed in order to full fine tune these values.

But overall, all the range weapons would give malus on both the adversary dodge and parry, as it shouldn't be easy to dodge or parry bullets.


• Launcher and autolauncher specific modifications

- There is a "casting time" when shooting with an autolauncher or launcher. And if you move while the shooting skill is being executed, you will interrupt the action. An opponent may attempt to interrupt the action as well.
- Creatures become much more aggressive when you use an autolauncher or a launcher on them.



3. Stanzas


Along with changes on weapons, we are adding new action bricks that you can learn at different levels of the skill tree. The names aren't final yet.


• Options

- Activate the Effect (a different stanza for each effect). You need to use it if you want to trigger an ammo effect when shooting.
- Focus Shot: it increases the damage of your weapon. It requires no extra credit, but adds a higher "casting time" to your action and inflicts a large malus to both your dodge and parry. If you move while shooting, you break the action.
- Accurate Attack
- Hit Rate (already in game)


• Credits (counterparts)

- Range
- Focus
- Stamina (already in game)



4. Cartridges (new concept)


Instead of using the left hand to select and use your ammo stacks, you will now use cartridges, which are displayed in a new window that you have to keep open when you use a range weapon. There are 3 cartridges in this window (AKA 3 ammo "slots"). The intent is to assign different types of ammo in each slot in order to quickly and easily switch from one kind to another (there is still a loading time involved). There will be a maximum quantity of ammo that can be put into a cartridge; i.e. you can't put a whole stack.
When you empty a cartridge, it will automatically refill if you have more of the same type of ammo in your bag (with a loading time).

As there will be more types of ammo, it will be difficult for you to select your ammo if we kept the simple left hand interface. That's why we want to add this new system.

NOTE: Pistol and rifle ammo can only be used in pistol and rifle. For example, you can no longer use rifle ammo in a bowrifle.


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