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[WIP] bow itemization & progression improvements #39631
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* recalculated existing bow ranges and damage based on draw weight * added a new lighter draw weight compound bow * added two new recurve bows at 29 and 45 pound draw * gave compound greatbow the ability to tighten/loosen limbs * obsoleted nonextant hybrid and reflexrecurve bows * gave recurves a smidge less dispersion
Loving your work, man. Keep doing your thing. |
I agree that finding medieval type bows doesn't make much sense. The reason a survivor would use primitive bows would be because it's preferable to go into the woods and craft a primitive bow rather than raiding a town centre full of zombies to find a modern bow. For bows a progression from primitive to modern make sense as different materials/technologies of bows represents how good the bow is at converting the elastic energy in to bow to kinetic energy of the arrows. E.g. a low draw weight modern compound bow could reach the same arrow speed (i.e. damage) as a high draw weight primitive bow as less energy is lost to internal friction. See this. Then we could have the progression:
The strength requirement of bows would represent the draw weight and the material/technology would represent how good the bow is at converting energy. E.g. you could get the same damage with a low draw weight advanced bow as a high draw weight primitive bow. |
Thing is this isn't Minecraft. Crafting is not the first or best option for survivors, it's an alternative for people who want to do the wilderness survival thing instead of raiding and looting. It comes with the caveat that the stuff you make is not going to compare well to the things you can find if you're willing to risk heading into town. Except if you want to do an archery build, in which case like I said you're going to spend a lot of time making crappy bows that no sane archer would use, because bow itemization is almost nonexistent. That's the problem I'm trying to solve. If a survivor wants to go into the woods and teach himself to craft increasingly advanced bows, that's fine. There's been a lot of discussion on what would be possible for a sufficiently skilled craftsman to make. I'm just not personally interested in tackling that (and someone else is, though I won't name them in case they're not ready to talk about it yet). |
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Summary
SUMMARY: Content "improves bow itemization"
Purpose of change
Itemization and progression for bow users janky. Early game you start off with makeshift and medieval bows that aren't fit to purpose and can't be customized, and spend most of your time looking for the holy grail - the rare and precious compound bow - or maybe settle for the almost-as-rare recurve.
This is all wrong. The current state of progression for archer characters is from amateur-crated self bow -> short bow -> longbow -> recurve -> compound, akin to if gun progression was arquebus -> flintlock musket -> hunting rifle -> sniper rifle. IOW it's progression by historical technological development, not by skill and availability within a modern context.
This would be fine if it's what people did IRL, but IRL kids and newbies start on modern low draw-weight compound and recurve bows and graduate to higher weight bows as they mature. The only people using medieval weapons are doing it for hobby and competitive purposes, and they're comparatively hard to find.
Those light draw & training bows should exist in game, and should be a little easier to find than the high-end bows (they're less likely to have been looted or taken by their owners on some one-way trip to wherever). They'd be less useful than a high draw-weight bow, but as modern bows they support standard bow accessories. In any case they're way better than a random stick with a string tied to it.
Describe the solution
Also:
Describe alternatives you've considered
Testing
Additional context
!! this is NOT meant to "fix" or "balance" bow damage !!
It's meant to address itemization & realism issues.
That said, I am happy to have my math checked to make sure it all lines up with the current state of the game. Or have better math suggested especially in regard to range and strength requirements.
I'm also not addressing craftable modern bows here or doing anything with primitive/medieval bows.
Spreadsheet with current & new bows, stats, reference links, and some simple sanity check calculations here: https://docs.google.com/spreadsheets/d/18xUCaRRg0_-WfpN0gSfO_cZeHh5TxIWupCSKw1zSRm8/edit?usp=sharing. It's a little messy, sorry about that.
Still to do: