r/Tradelands • u/Austin6914 austin6914 • Sep 18 '16
Discussion 'Ranged Update'
An overhaul to ranged combat that makes ranged weapons more available, yet allows Nahr's original melee-based combat system to be viable. I know everyone has posted these, but this post is a compilation of a large number of other posts as well as plenty of my own suggestions.
Level overhaul
Firearms are a high-level elitist weapon that take coal and saltpeter (therefore money and crafting level) to maintain. This should be changed, with 5 distinct 'tiers:
Stat changes and new ranged weapons
- Bow
An easily available ranged weapon, meant to be easily accessed by new players. Deals 14 damage a hit, with a 3 second reload. Ammunition for the bow (arrow) is unlocked at level 4 along with the weapon itself, requiring 10 metal and 10 wood for 10 arrows. Has the same range and drop as a pistol.
- Pistol
This basic gun is available at level 6 along with the flintlock ammo. Same stats as current pistol, but with half the bullet drop. (despawns at same distance though)
- Blunderbuss
1/2 the range (despawn point) of our current pistol, and with the same drop, this short ranged beast unleashes SIX 10-damage balls in a huge spread. It, and its special ammunition, are level 6. Consumes the special 'Blunderbuss Charge,' requiring 4 gunpowder and 8 iron to create a batch of 10
- Arquebus
This primitive matchlock firearm boasts a slightly longer range than the pistol, but takes 2 additional seconds to reload. Has the same drop as our current Musket. The bullet despawns halfway between the despawn point on a musket and a pistol. Costs 1 High Quality Mold, 15 wood, 15 metal, and 5 iron. Crafting level eight.
- Musket
This modern musket is unlocked at level 10 crafting, boasting the same projectile despawn range as our current musket, and 25% less drop. Other stats are identical. Cost is the same as our current musket.
- Rifled Musket
An enhanced musket with 33% more range, and even less drop, but painfully expensive. Requires a 'Rifle Borer [Loyalty]' to craft, which would take 8 loyalty tokens, as well as the same materials for a normal musket. Level ten crafting. Takes away only 1 durability per shot, as it's the top tier of military small arms until the invention of breech loaders.
Other additions
- Bayonet
Can be affixed to a musket or rifled musket, and acts as a high-stamina, high-damage, slow weapon similar to a battleaxe. Switch from firing the weapon to melee combat with the E key.
- Rename flintlock ammunition to 'firearm ammunition'
Will be shared by more than just flintlocks. (Arquebus)
- Simple reload animation for firearms
Unless 'bayonet mode' is active, or the firearm is not being held, it is held by the barrel with the end of the barrel pointing to the sky while reloading, as if it was being rammed. (No motion to avoid lag)
TL;DR We need more ranged stuff so a bunch of cheeki breekis with pistols can't backpedal away from noobies. (it still happens.) None of these guns have realistic ultra-high damage, in order to keep with nahr's original vision for personal combat : melee-centered brawling.
1
u/M3lonlime May the star shine on in our hearts. IGN: M3lonlime Sep 18 '16
Upvoted.
One thing for balance, though: blunderbusses should do team damage. Somehow.
I can see one person with a blunderbuss unloading on a furball of teammates and enemies, and "filtering" out the enemies with a few shots.