Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Idea: Improved Fletch
PostPosted: Sun Feb 06, 2011 4:19 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Skill: Advanced Fletching

(Automatic) Through the scout's wanderings in the wilderness they learn to adapt to any environment and learn the weaknesses of most creatures of Pyrathia and the scout learns to adapt their arrows accordingly. This skill allows the Scout to further enhance his arrows by choosing what to make the arrow head out of.

Simply put, I think this would give scouts a nice little tweak without making them absurdly powerful. As it stands, the only way to get arrows of iron or cold iron is to buy them via a shop. This presents 2 problems. First off, it may not be the type of arrow you want and secondly, it's expensive. When you have to have at least 100-150 arrows, those silvers and gold add up. Fast. Especially when you die and lose them all.

So basically, what this skill does is simply choose the material of what the arrows are made of. Currently, the statuses enable to make obsidian at first and then eventually upwards to diamond arrows. While sturdy, they don't exploit any racial weaknesses, which, in my opinion is what sets ranged damage back a bit. While it can be noticeable, most classes in mood defensive with a shield can shrug off arrow damage. It could be used to augment the fletch command as so.

Currently, you can simply use the syntax fletch (type) (size) i believe. What this does is allow you to use fletch (type) (material).

Agree? Disagree? It could be maybe a master level skill or just tag it on to fletch and have the material become available later on?


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 Post subject: Re: Idea: Improved Fletch
PostPosted: Sun Feb 06, 2011 8:08 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
I'd sooner see the following three changes to fletching:

fletch 'quantity' 'type' 'size' 'ornament' 'special' -- creates A %material% %type% arrow with a(n) %ornament% ornament (%ornament% added as a keyword, obvious grief options like 'recall' disabled) and multiple arrows, calculating the required lag time based on your level, skill, and so on, and just letting you do it in one stroke.

If 'special' is typed in as a fourth flag, fletching would take advantage of a further option for a further, slight mana cost to fletching. It would be hidden/secret, and something we'd have to discover through gameplay: different forests would arrows with slightly different properties. Sylvan wood creates, I don't know, remarkably light arrows, while the gloomy Eisenfaust pines produce arrows resonating with the lingering taint of the Jade City.... so on and so on. Maybe the Cursed Woods can supply cold iron arrowhead. Sky(bolt)'s the limit. Because 'special' requires 'ornament,' these special arrows are far more likely to be recognized, adding strategic elements and convenience.


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 Post subject: Re: Idea: Improved Fletch
PostPosted: Sun Feb 06, 2011 8:47 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Why does fletch need improved? Scouts already have the ability to crush raw carbon into diamonds with their bare hands, and then shape it into an arrow head. That's some pretty advanced fletching if you ask me.


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