Bow Upgrade Suggestions
Posted: 26 Nov 2008, 15:47
Not sure how far y'all are in developing a stage up from the forest bow, but here are some suggestions. I imagine many of these have already been considered if a bow upgrade is on the board:
- Bow could have slightly higher damage than forest bow, much like the bone knife to the short sword.
- Bow could have an increased speed, comparable to the short sword.
- Bow could be magical, using a command word with mps to increase damage/speed for short periods of time (ex. iron bow of concentration).
- Silk bow sting empowered with monster oil (or quickling oil, soulfeeder oil or other name) could be a quest to get the upgrade (ex. quickling bow or soulfeeder bow).
- Bow could have flaws to compensate for bonuses, like an increase in power reduces dexterity or agility.
- Bow could have a curse that turns passive monsters aggressive or reduces vitality when fighting.
- Bow could damage user per strike and transfer that damage to the monster.
- Instead of bow, a new alchemy, type of ore or engineering process could empower arrows with extra damage or bleed/poison damage. Bleed/poison damage is like a repeating damage per "round". Bleed5 could do 5 damage per round 5 times (ex. power arrows, poisoned arrows or bleed arrows) .
- Bow distance could be increased or tracker arrows could hit enemies around corners.
Sorry if these seem like bad ideas, repeat older ideas or aren't game compatible.
- Bow could have slightly higher damage than forest bow, much like the bone knife to the short sword.
- Bow could have an increased speed, comparable to the short sword.
- Bow could be magical, using a command word with mps to increase damage/speed for short periods of time (ex. iron bow of concentration).
- Silk bow sting empowered with monster oil (or quickling oil, soulfeeder oil or other name) could be a quest to get the upgrade (ex. quickling bow or soulfeeder bow).
- Bow could have flaws to compensate for bonuses, like an increase in power reduces dexterity or agility.
- Bow could have a curse that turns passive monsters aggressive or reduces vitality when fighting.
- Bow could damage user per strike and transfer that damage to the monster.
- Instead of bow, a new alchemy, type of ore or engineering process could empower arrows with extra damage or bleed/poison damage. Bleed/poison damage is like a repeating damage per "round". Bleed5 could do 5 damage per round 5 times (ex. power arrows, poisoned arrows or bleed arrows) .
- Bow distance could be increased or tracker arrows could hit enemies around corners.
Sorry if these seem like bad ideas, repeat older ideas or aren't game compatible.