Ballista
Posted: Fri Nov 18, 2016 7:56 pm
Since it seems ballista are a thing now, at least for NPC/Town use... I have a few suggestions for tweaks to how they currently work:
Lower the attack roll (not necessarily the damage roll) - There is no skill for siege weapons. Even if the operator's marksman skill is capped, these weapons haven't been used in the lost lands for ages. The current roll seems high. Compounded with the amount of damage they do when they hit (yes, WHEN they hit), and the fact that they seem to be ensconced behind closed doors, they are far too formidable as-is. (Honestly the damage seems a bit extreme too, but getting one-shot is getting one-shot. The only difference here is it breaks your armor in one hit as well.)
Give warning - Something like... you hear the ominous creak of wood from a distance or you catch the faint sound of a rope tightening. These kinds of messages will not only provide added suspense/tension for the player, but will also give someone just passing through a chance to do that - pass through. And if someone is lingering, they'll know they shouldn't. (I believe that a certain Claw of Shar ability was given a necessary preparation step for exactly this reason. It gives the player a chance to avoid an otherwise unsurvivable attack.)
Add a delay - If the preparation step isn't added, or even if it is... Considering how wilderness rooms work, the fact that ballista fire immediately upon entering a room is a bit harsh... especially given the aforementioned amount of damage they put out and high hit chance due to their roll. Travel RT is in effect so there is no immediate escape, but neither is there any way to set yourself as too close to the ballista for it to be used or to get too far away to be in range while in the same room (though that would be amazing). Even if someone operating the ballista is alert and on guard, they won't be firing their weapon (much less firing accurately) less than a second after seeing an enemy. They would take time to aim first - hence the recommended brief delay before the first shot. Of course, if you add a preparation step/emote/script then the delay is built-in.
Anyway, just my thoughts on the matter. It's interesting to see these in-game. Of course, now I want one "for charity".
Lower the attack roll (not necessarily the damage roll) - There is no skill for siege weapons. Even if the operator's marksman skill is capped, these weapons haven't been used in the lost lands for ages. The current roll seems high. Compounded with the amount of damage they do when they hit (yes, WHEN they hit), and the fact that they seem to be ensconced behind closed doors, they are far too formidable as-is. (Honestly the damage seems a bit extreme too, but getting one-shot is getting one-shot. The only difference here is it breaks your armor in one hit as well.)
Give warning - Something like... you hear the ominous creak of wood from a distance or you catch the faint sound of a rope tightening. These kinds of messages will not only provide added suspense/tension for the player, but will also give someone just passing through a chance to do that - pass through. And if someone is lingering, they'll know they shouldn't. (I believe that a certain Claw of Shar ability was given a necessary preparation step for exactly this reason. It gives the player a chance to avoid an otherwise unsurvivable attack.)
Add a delay - If the preparation step isn't added, or even if it is... Considering how wilderness rooms work, the fact that ballista fire immediately upon entering a room is a bit harsh... especially given the aforementioned amount of damage they put out and high hit chance due to their roll. Travel RT is in effect so there is no immediate escape, but neither is there any way to set yourself as too close to the ballista for it to be used or to get too far away to be in range while in the same room (though that would be amazing). Even if someone operating the ballista is alert and on guard, they won't be firing their weapon (much less firing accurately) less than a second after seeing an enemy. They would take time to aim first - hence the recommended brief delay before the first shot. Of course, if you add a preparation step/emote/script then the delay is built-in.
Anyway, just my thoughts on the matter. It's interesting to see these in-game. Of course, now I want one "for charity".