There's a lot going on in this thread I like to hear. Dispersion is something that should have existed long ago. Remember the old FPSs where guns were perfectly accurate, and then games like Counterstrike started introducing inaccuracy (esp from prolonged fire, moving, being shot etc.) This adds much. Why are we only now talking about this becoming the defacto feature of bows...
Anyways critiques are more interesting.
This is very interesting.I could see the circles actually being in game kind of like the stealth eye.This is a very simple approach. Would it also affect the drop of the arrow?
Another possibility is a moving cursor that would mean you have to time your shot as well. If anyone liked that idea, I don't know if it should be on top of or instead of the dispersion.
An addition to the circle system that may also integrate your proposal and put a little more player skill would be to have a cross moving in the circle, representing the actual direction where the missile will be shoot at.
A "circle" to show dispersion rates: NO. More GUI is unimmersive, have a "circle" for game calculations but don't show it on the UI. Let the accuracy of an aimed shot be apparent in the animations of the bow draw -- the character should "relax" into a state of concentration at the moment the circle is smallest. The game doesn't have to SHOW you exactly how accurate you are, you should learn that empirically.
A slider where the player has to stop it at the most accurate point: NO. Don't introduce Mini-games in lieu of fully developed features. Mini-games are unimmersive. More UI is unimmersive, not to mention clutter the view and distract from that nasty looking ogre. Do you seriously want to play http://freegames.1up.com/games/launchgame.html every time you equip your bow.
You should have nothing to base your aim off of except what you can see of the bow and your character. No crosshairs, no "cross", no Circle. Just you and your bow.
The problem with this is that no one will want to play as a Marksman anymore, it would be far too tedious at the beginning of the game as you spend an age trying to hit anything and level up your skills.
As I said, the addition of this concept in FPS was groundbreaking. Also, Mount + Blade has been out for a while. Its archery is very well appreciated by everyone. There is nothing more satisfying than landing a lucky head shot from impossibly far away. There is no reason to think people are to dumb to appreciate a little challenge.
I like this topic very much! Some very good ideas here and if marksmen damage was increased I think this could be a great improvement to the game. I also this that the size of the dispersion circle should vary on a number of things besides just your marksmen skill, like the type of bow and arrows your using and the condition of the bow. Also if your running/jumping/walking/moving in any other way there should be whole new much bigger dispersion circles as any sort of movement while shooting will throw off you accuracy much more than just standing still and these circles should also shrink as your skill improves, but never reach the size of the standing still circles...
Mostly yes. accuracy should definitely vary by movement. Bow type should affect the speed of the arrow on leaving the bow (I'll talk about damage later). The density of the arrow's material, its straightness, and its rigidity should affect trajectory. cheap bone/ wood arrows should/can curve unpredictably mid flight. etc. wind should be taken into account. (It's Skyrim, if they don't develop weather, they're missing half the province, and if weather then why not weather effects.)
... I think there will also have to be places where you can shoot at practice targets to gain marksman exp.Edit: There would have to be a way to make sure people dont abuse the targets by standing right next to them and pressing shoot as many times as possible without fear as missing, as this would not help you get any bettter. This could be accomplished by having an npc monitering the range and to get in you have to talk to him and he says you can't shoot within 30 yards (or more) of the targets and if you try a message could just pop up stopping you from doing it.Also it seems like you should get more exp. for succesfully landing longer shots than for shorter shots as the farther away you are the more effect the dispersion circles have and the more impressive landing a shot is.
functional practice ranges: YES
An NPC to hold your hand and tell you your doing it wrong: NO.
Long range shots add more XP: YES. Scale Practice XP down as skill increases, so people don't level to master without seeing a mob.
You answered your own problems. If there's a range, XP should be given for your range in relation to the target (even "is it moving?" or "are YOU moving?"). If people want to stand 6 inches away, give them .001% of the XP value of the shot. But don't tell them they CAN'T do it. Simple. Also, pulling the bow is half the task. It takes a good deal of physical effort. You should get XP just for pulling it as well as for hitting a target. (This can be scaled down as skill increases). This will alleviate the "I didn't pick archery so now I CAN'T develop archery" concern.
I'd prefer a simpler approach - aiming wobble with a 'breathe-holding' perk at apprentice level. This perk would increase in effectiveness until at master level there would be no wobble whilst holding your breathe. Those who don't specialize in marksman would find it impossible to use a bow at anything other than short range.
Breathe-holding perk: meh. I Can hold my breath. Can you? I can't shoot a bow. Can you? Why do I have to have experience with a bow to learn something babies are born knowing? I understand it takes a little know how to shoot and hold your breath (I can shoot a gun) but still. I like perks, but perks for the sake of perks ... I'd rather gradual "perks" instead of the classic "level up and get this shiny new combo". Breathing technique is a part of the 'skill' of it, if perks are included, they should be new abilities (zoom in Ob was a nice touch tho should have been scaled to skill instead of "here, have 4x zoom" ) not something you should already have.
As for damage. I don't really care too much. My main concern is 1) balance and 2) physics. Without balance any game svcks. Playability is paramount. After that Physics is the new graphics. An arrow shouldn't have a arbitrary number for damage. It should have weight, density, size of the head, size of the shaft, hardness, sharpness type stats. The bow shouldn't have an arbitrary number either. It should have output in Joules (the weight of the arrow affect how fast it goes as force = mass x acceleration). your character shouldn't have an armor value or a 'resistance to arrows' value. His armor should have hardness, sheer strength, tensile strength, thickness. These determine how fast your arrow flies, how hard it hits, how deep it penetrates, or if it just bounces or glances away. Characters shouldn't have hit boxes on their skin. They should have hit boxes on their organs (skin is an organ too). If you hit a heart, he's dead. Graze his peck from the side, he bleeds a little. I don't expect to see this type of damage calculation for several years. But I do expect to start moving in that direction now. I thought this was going to happen years ago when they started using hit boxes for body parts (headshots etc.) but like with the HP system we have stagnated every opportunity we get.