» Mon Mar 14, 2011 7:05 pm
My ideas:
* Agility to determine how quickly you can draw an arrow (reload speed), * 50% skill.
* Strength to determine how far you can draw an arrow (affects arrow energy) * 50% skill.
* Skill determined accuracy.
* Light pointy arrows (steel, silver) designed for penetration and far reach (leather armor, mails and pelted animals).
* Heavy bulky arrows (stone, orchish, daedric, dwemer) designed for concussion (plated armor, anything else is pretty much useless).
I'm unable to agree with myself wrt perks being gradual or instant. Instant makes you have a consistent goal to reach, something to strive for. And skill level is already a gradual thing. Some perks seems impossible to include in a gradual way. Mixing it may seem odd design. I agree gradual may "look and feel better", but given the "design issues", it makes it a hard call.
I just maxed my archery skill (bah, again), and at this point the bow is an incredibly useful weapon. In order to obtain any penetration against a plated armor, I think I'd have to be at pretty much meelee distances with a sharp arrow, using poison for the actual damage. Facing glass or daedric, running back home seems like a good idea if you based everything at the bow. Archers also carried an archers sword (short sword), but I think for my hunter I would go for a dagger/knife instead (to skin my prey).
It leaves a weak spot in that you would be pretty much useless with a bow against a heavily armored (plated) foe. You have to get very close for concussion effects with heavy arrows, so your best bet at this point is either a blunt weapon for heavy concussion effects (unlikely for an archer), or a poisoned dagger going for that critical hit in the weak spot. Maybe sharp arrows with poison at meelee distances, but only as a master.
My archer based classes are always pretty much horrible at mid levels if they rely on archery alone, but couple it with a secondary skill and they do all right. At master however, they rock! Appears to me the skill perks are too strong and the skill effects too low (at medium levels).
Simply skill against damage? Sounds like a faulty scheme to me. Archery is the sniping in normal FPS games. Let's make it a bit more challenging than bashing/spamming like crazy with a warhammer. Problem, going this advanced for archery, isn't it "unfair" or even "bad programming" to let "certain things go outside the common realm"?