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DF Adventure Mode Discussion / Re: Archery is really, really terrible for some reason?
« on: December 02, 2014, 04:53:04 pm »
Based on my (fairly extensive) arena testing, the damage done by firing bolts/arrows should be essentially the same against humanoids as in 34.11, assuming they penetrate armor. Even the "nerfed" arrows pack more than enough momentum to penetrate all body tissue. Also, metal bolts/arrows will penetrate armor less than steel 100% of the time. I have never seen an enemy with steel or better armor in adventure mode, so this should be pretty much irrelevant (except possibly in vaults).
Toady's notes claim that he "Adjusted firing rate for projectiles again to make them more like the older versions" (persumably 34.11). I have not tested this, but I assume he knows what he is doing. Being able to fire one shot against a creature at maximum range and having them be on you before you can fire again sounds about right.
All this is to say, ranged weapons are exactly as bad as they were in 34.11, which makes them not that useful for an adventurer (unless you sneak). They were briefly much more powerful (up to 40.11) when their firing rate was much faster. Trust me, whenever enemies actually start attacking you again (has they happened yet?), you do NOT want them firing much faster than they did in 34.11. Anyone who played 34.11 should recall that the #1 complaint about adventure mode was there being no defense against attacks by archers, and a single hit being either instantly fatal or incapacitating you due to pain.
It would be REALLY great if it was possible to fire once and then not reload, and that type of thing is something Toady said he might do with the combat speed rewrite, but which seems to have been lost. Also, I'm not sure I agree the firing rate is that far off from reality. According to Wikipedia, firing rate for English longbowmen was about 6 rounds per minute (10 sec per shot). One tile in DF is about 2 meters, and 3 meters/sec (6.75 mph) is a fairly modest running speed for a human. At this speed, an enemy would be able to cover 15 tiles in the 10 secs it takes to shoot 1 arrow, which is pretty consistent with the game. Maybe an archer could fire a bit faster than this, but a crossbow would almost definitely be slower. Currently they are identical, so a compromise needed to be made.
I'm sure Toady plans to eventually improve archery, but for now its really not that bad, and making it better would take a lot of effort. I have to assume he didn't add in the ability to fire without reloading because something about the coding made it too difficult, because I know its something he wanted for this version. In the long term, for archery to be more realistic, we would need this, along with the ability to aim shots at specific body parts (or at least areas), and the ability to shoot farther (which is currently probably restricted because it would make the game run slower). I'd really like to see a system where you could aim at a specific body part, with your chance of hitting based on its size, your skill, and the same kind of opportunity modifiers used for melee. Then if you miss you would still have a chance to hit nearby body parts based on their proximity and size. In other words, shooting at center of mass gives you the highest chance to hit your target, but if you are legendary you can go for headshots.
Furthermore, it would be relatively easy to add in modeling each body part as a sphere, and calculating the angle of incidence between the arrow and the (armored) surface of the body part. Then the momentum used for armor penetration (DF already calculates armor penetration based in momentum of the blow) could be only the component perpendicular to the armor. Meaning that direct hits would penetrate armor much better, but a glancing hit could be deflected even by poor armor.
Anyhow, that's already more derailment than I intended. If people are interested in my crazy ideas for improving projectiles, I can give a lot more details about them (maybe somewhere else).
TL:DR - the current archery system is not great, but making it better would take a lot of work, and just making bows shoot faster would be bad. Very bad. For you.
Toady's notes claim that he "Adjusted firing rate for projectiles again to make them more like the older versions" (persumably 34.11). I have not tested this, but I assume he knows what he is doing. Being able to fire one shot against a creature at maximum range and having them be on you before you can fire again sounds about right.
All this is to say, ranged weapons are exactly as bad as they were in 34.11, which makes them not that useful for an adventurer (unless you sneak). They were briefly much more powerful (up to 40.11) when their firing rate was much faster. Trust me, whenever enemies actually start attacking you again (has they happened yet?), you do NOT want them firing much faster than they did in 34.11. Anyone who played 34.11 should recall that the #1 complaint about adventure mode was there being no defense against attacks by archers, and a single hit being either instantly fatal or incapacitating you due to pain.
It would be REALLY great if it was possible to fire once and then not reload, and that type of thing is something Toady said he might do with the combat speed rewrite, but which seems to have been lost. Also, I'm not sure I agree the firing rate is that far off from reality. According to Wikipedia, firing rate for English longbowmen was about 6 rounds per minute (10 sec per shot). One tile in DF is about 2 meters, and 3 meters/sec (6.75 mph) is a fairly modest running speed for a human. At this speed, an enemy would be able to cover 15 tiles in the 10 secs it takes to shoot 1 arrow, which is pretty consistent with the game. Maybe an archer could fire a bit faster than this, but a crossbow would almost definitely be slower. Currently they are identical, so a compromise needed to be made.
I'm sure Toady plans to eventually improve archery, but for now its really not that bad, and making it better would take a lot of effort. I have to assume he didn't add in the ability to fire without reloading because something about the coding made it too difficult, because I know its something he wanted for this version. In the long term, for archery to be more realistic, we would need this, along with the ability to aim shots at specific body parts (or at least areas), and the ability to shoot farther (which is currently probably restricted because it would make the game run slower). I'd really like to see a system where you could aim at a specific body part, with your chance of hitting based on its size, your skill, and the same kind of opportunity modifiers used for melee. Then if you miss you would still have a chance to hit nearby body parts based on their proximity and size. In other words, shooting at center of mass gives you the highest chance to hit your target, but if you are legendary you can go for headshots.
Furthermore, it would be relatively easy to add in modeling each body part as a sphere, and calculating the angle of incidence between the arrow and the (armored) surface of the body part. Then the momentum used for armor penetration (DF already calculates armor penetration based in momentum of the blow) could be only the component perpendicular to the armor. Meaning that direct hits would penetrate armor much better, but a glancing hit could be deflected even by poor armor.
Anyhow, that's already more derailment than I intended. If people are interested in my crazy ideas for improving projectiles, I can give a lot more details about them (maybe somewhere else).
TL:DR - the current archery system is not great, but making it better would take a lot of work, and just making bows shoot faster would be bad. Very bad. For you.
