Improved Arrow support?

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bort
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Improved Arrow support?

Post by bort »

Recently there has been talk among the developers of CrossFire 2.0.

Ideas such as smooth movement, spell changes, etc.

I also heard talk of having a hp bar hover over monsters/players when mouse hovers over them, a la diablo like.

I would like to ask, anyone have some good ideas on firing arrows? Right now, arrows and quirrels are the most useless thing in crossfire, with poor aiming ability.

Why not make arrows be targetable? Or make it so you can click on the monster and you fire an arrow at it?

Now note that you will have to add in some inaccuracy code (which makes leveling ?missile weapons? hard at first, but then as your level goes up, your range and accuracy goes up).

But wouldn't it be easy while running away from a monster, or sharp shooting from afar, to be able to fire an arrow at an angle other than 45*, 90*, or 180*?

You may need a bigger field of view in game, but it would put some fire back into the now nerfed skill.
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cavesomething
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Re: Improved Arrow support?

Post by cavesomething »

bort wrote: I also heard talk of having a hp bar hover over monsters/players when mouse hovers over them, a la diablo like.
what I was describing was sending a health status for monsters with the packet information, so that clients could choose to display it if they wanted.
bort wrote: I would like to ask, anyone have some good ideas on firing arrows? Right now, arrows and quirrels are the most useless thing in crossfire, with poor aiming ability.

Why not make arrows be targetable? Or make it so you can click on the monster and you fire an arrow at it?

Now note that you will have to add in some inaccuracy code (which makes leveling ?missile weapons? hard at first, but then as your level goes up, your range and accuracy goes up).

But wouldn't it be easy while running away from a monster, or sharp shooting from afar, to be able to fire an arrow at an angle other than 45*, 90*, or 180*?
This is what I described last week here
http://article.gmane.org/gmane.games.cr ... neral/1365

I particular;
I wrote: * having a concept of actions applying to a square (an extension of
what I mentioned the other day about having a goto system, have
something like left-click to walk to a square/pull a lever/talk to an
NPC/fight a monster on a square (probably whichever is appropriate to
the topmost item on the square, decided server side) and right click
to cast a spell/fire an arrow, etc to a square. (diablo-style
controls)
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Post by suncrafter »

I like the idea of auto aiming when you click on a monster/orc/soldier/target/whatever, but I don't like the idea of "Targeting" (where you fire the arrow and then the arrow will follow the monster until it hits). To me that is just silly. How is the arrow going to know where to go? Perhaps if there is an explanation to go with it - like only special "magic" arrows can do it.
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cavesomething
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Post by cavesomething »

I wasn't describing targetting as such (or at least wasn't attempting to) - In any case, that is what magic missile already does - but rather firing a projectyle to a given square, so that it would pass through all squares on a straight line to it. - This would still require leading monsters that are trying to strafe you (although currently the AI is too thick to attempt that properly, and everything will just charge)
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