Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Siege Weaponry and combat status
PostPosted: Wed Jan 27, 2016 8:12 pm 
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Joined: Thu Aug 06, 2009 2:06 pm
Posts: 128
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[HP:100%] [ME: 60%] [PE:100%]
> You are set to skirmish with dummy.

[HP:100%] [ME: 60%] [PE: 99%]
>
You spot your target to the east!
You fire the ballista to the east!
Your shot injures a target practice dummy.
You load the ballista with a poorly-made wooden ballista bolt.

[HP:100%] [ME: 60%] [PE: 99%]
> There is too much chaos going on right now.

[HP:100%] [ME: 60%] [PE: 99%]
> There is too much chaos going on right now.
You fire the ballista to the east!
Your shot misses a target practice dummy.
You load the ballista with a poorly-made wooden ballista bolt.

[HP:100%] [ME: 60%] [PE: 99%]
> There is too much chaos going on right now.


So while there is no combat going on in the room that I'm currently in, other than the fact I'm firing a siege weapon, I am unable to obtain more ammunition, which is default size giant and unless you are a giant is very difficult to hold more than just a few. Seeing as Siege weapons are already sorely underused, would it be possible to remove this "in combat" status whilst no -real- combat is happening in the room so that one might pick up more ammunition without having to cease fire which effectively ends skirmishing with a siege weapon?


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 Post subject: Re: Siege Weaponry and combat status
PostPosted: Wed Jan 27, 2016 9:34 pm 
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Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
I think the point of the "too much chaos" restriction is to prevent people from running in and stealing loot while people are fighting. What if certain items like ammunition were exempt from this in general? I guess it depends on how complex the code for this is.


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 Post subject: Re: Siege Weaponry and combat status
PostPosted: Thu Jan 28, 2016 3:17 pm 
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Joined: Thu Aug 06, 2009 2:06 pm
Posts: 128
That's a good point, I can't see a real reason -not- to make ammo exempt, at least not tactically. Hopefully it's something that can be re-coded easily.

Also on the topic of Siege weaponry, Would it be possible to make it so that scouts are able to fletch ballista bolts? Perhaps making only like one or two at a time, but would still be handy. Once your stores run out on ballista, you're pretty much screwed trying to use that type of weapon.


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