54661
DF Suggestions / Re: Absent pre-1400 technologies
« on: May 17, 2011, 05:54:24 pm »
Guns, if implemented, should be powerful but inaccurate, but but should be easier to train than crossbows. They should also have less range.
Crossbows should be less powerful and less inaccurate, but but should be easier to train than bows. They should also have less range.
Blowguns should have little power, little range (<guns) if you want accuracy but up to somewhere between csossbow and bow ranges if you don't mind accuracy, hard to train up, faster than bows at high skill levels but between guns and crossbows at low levels and about on-par with guns for speed at early levels, but creating and poisoning large amounts of ammo should be easy, and enemies might not react to blowdarts as fast as they would bolts or bullets.
Dwarves should be ahead of humans in tech, humans should be ahead of goblins, goblins ahead of kobolds, and elves should be at early Stone Age tech except for bows and such, but be powerful at magic. Kobolds should also be good at magic but have chaotic (if any) formations and hierarchy, humans and goblins should have average magic, and dwarves should have little magic except for enhancing magic and a little "household magic."
[/$0.02]
Crossbows should be less powerful and less inaccurate, but but should be easier to train than bows. They should also have less range.
Blowguns should have little power, little range (<guns) if you want accuracy but up to somewhere between csossbow and bow ranges if you don't mind accuracy, hard to train up, faster than bows at high skill levels but between guns and crossbows at low levels and about on-par with guns for speed at early levels, but creating and poisoning large amounts of ammo should be easy, and enemies might not react to blowdarts as fast as they would bolts or bullets.
Dwarves should be ahead of humans in tech, humans should be ahead of goblins, goblins ahead of kobolds, and elves should be at early Stone Age tech except for bows and such, but be powerful at magic. Kobolds should also be good at magic but have chaotic (if any) formations and hierarchy, humans and goblins should have average magic, and dwarves should have little magic except for enhancing magic and a little "household magic."
[/$0.02]

