I have an idea, which may be stupid and said before...but I think it would be handy if you could assign variaties of weapons and sheilds to numbers so that you can quickly swap between
Example:
you could press 1 for your sword and sheild and press 2 to switch to the bow
Bow/Sword - ....
Moderator: Gamemasters
Bow/Sword
i think you need time to swap weapon
if you have a sword and a shiled and you want a bow you throw your shield away ?
then you need time to make the bow ready
if you have a sword and a shiled and you want a bow you throw your shield away ?
then you need time to make the bow ready
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- Posts: 9
- Joined: Wed May 14, 2025 2:16 pm
Re: Bow/Sword - ....
Make sense in terms of weapon swaps.
But, why not at least keep the ammunition in the belt to make Distance Weapons work? This could at least simulate arrow quivers although i'm aware some arrow fighting styles have them at one hand.
But, why not at least keep the ammunition in the belt to make Distance Weapons work? This could at least simulate arrow quivers although i'm aware some arrow fighting styles have them at one hand.
Re: Bow/Sword - ....
((Post No.26, Basic proposal, Ammunitions expanded;))
Sounds like a good basic proposal to make ammunition available from belt slot.
=Low effort approach;
((To counterweigh the possibility of a parallel use of bow/melee weapon exploit and prevent needed bugfixing work, the bows could be counted as two handed weapons,
thus blocking the second hand slot like staves do.
Manuyl weapon change time would be decreased a little.
Problem here is what happens enginewise when the second hand slot is already occupied by another item? How does that work with staves?))
...
Maximum content approach would be like:
Two new inventory slots!
-One for an ammunition container;
-One for the ammunition: Slot is blocked->filled grey if no container is held.
Examples:
->Stone bag;
->Hunting Quiver; Very light, decreased capacity;
->Rider Quiver; Decreased access time;
->War Quiver; Extended capacity;
((Problem here is there would have to be these capacities to allow a wider range of gaming possibilities, thus having to refill the container manually regular.
3D work needed: low to medium;
Interface work and understanding needed: medium to high;
Code understanding needed: high;
Bugfixing effort: at least medium;))
=>Ultimative feature approach: Make even deployabe ammunition containers possible, which can be placed on a tile and filled, so any char on a adjacent tile can automatically draw ammo from it to also shoot down from walls for example.
=Huge workload and possibly a redo of most basic codes concerning ranged combat;
Medium effort approaches:
->One new inventory slot for container.
Container can access ammunition from belt, beginning on the top left slot for example, any ammunition on belt could be activated alternatingly.
((Needed efforts for approach almost as high as above.))
->Ammunition containers placed on second hand slot (Makes original intention almost obsolete):
-Accessible like a container;
-Any ammunition placeable in container would be used alternatingly;
((Needed efforts for approach almost at least as high as above,
with increased bugfixing efforts.))
Another approach with high interface prerequisites would be a possibility to implement a primary/secondary weapon set, changeable by short cut and with action timer and cooldown.
Like: *Character starts changing weapons.*
Conclusion: Yes, the first proposal is quite good.
Any other approach might need additional extensive coding / interface work.
This could be done easily if enough experience of coding was present to make a container overhaul possible.
This was already discussed also lately on discord, i think.
Sounds like a good basic proposal to make ammunition available from belt slot.
=Low effort approach;
((To counterweigh the possibility of a parallel use of bow/melee weapon exploit and prevent needed bugfixing work, the bows could be counted as two handed weapons,
thus blocking the second hand slot like staves do.
Manuyl weapon change time would be decreased a little.
Problem here is what happens enginewise when the second hand slot is already occupied by another item? How does that work with staves?))
...
Maximum content approach would be like:
Two new inventory slots!
-One for an ammunition container;
-One for the ammunition: Slot is blocked->filled grey if no container is held.
Examples:
->Stone bag;
->Hunting Quiver; Very light, decreased capacity;
->Rider Quiver; Decreased access time;
->War Quiver; Extended capacity;
((Problem here is there would have to be these capacities to allow a wider range of gaming possibilities, thus having to refill the container manually regular.
3D work needed: low to medium;
Interface work and understanding needed: medium to high;
Code understanding needed: high;
Bugfixing effort: at least medium;))
=>Ultimative feature approach: Make even deployabe ammunition containers possible, which can be placed on a tile and filled, so any char on a adjacent tile can automatically draw ammo from it to also shoot down from walls for example.
=Huge workload and possibly a redo of most basic codes concerning ranged combat;
Medium effort approaches:
->One new inventory slot for container.
Container can access ammunition from belt, beginning on the top left slot for example, any ammunition on belt could be activated alternatingly.
((Needed efforts for approach almost as high as above.))
->Ammunition containers placed on second hand slot (Makes original intention almost obsolete):
-Accessible like a container;
-Any ammunition placeable in container would be used alternatingly;
((Needed efforts for approach almost at least as high as above,
with increased bugfixing efforts.))
Another approach with high interface prerequisites would be a possibility to implement a primary/secondary weapon set, changeable by short cut and with action timer and cooldown.
Like: *Character starts changing weapons.*
Conclusion: Yes, the first proposal is quite good.
Any other approach might need additional extensive coding / interface work.
This could be done easily if enough experience of coding was present to make a container overhaul possible.
This was already discussed also lately on discord, i think.
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- Posts: 9
- Joined: Wed May 14, 2025 2:16 pm
Re: Bow/Sword - ....
I'm good for two handend weapon category of distance weapons + ammunitions to work in belt and bag.