Its not quite that simple. How much damage should an archer do ?
A typical melee encounter might go like this: @.....D
@ moves up 5 squares. @ spends about 5 turns meleeing D.
The number 5 is a bit arbitrarily picked, and @ might wait around corner rather than walk up to D, but the point is that he spends some time setting up the fight (since he can only fight in melee range). The whole fight lasts about 10 turns.
Enter our archer. He has plenty of ammo and no qualms about wasting it on D.
Lets assume he does similar damage to the melee @; then he just presses the button at 5 square distance, and D croaks as he reaches melee range. The fight lasts only 5 rounds, half as long as the melee fight, and furthermore the archer is only exposed to Ds ranged attacks, while melee @ has both melee and ranged attacks to contend with.
Clearly the ranger has an easier time.
While this in itself is not necessarily a problem - similar to highelf race, there could be an easy class in angband - one might want to balance it, if only to not have archery being the best method for everyone.
The options that come to mind are
a) reduce archer defense so he is at similar risk as melee guy. This is not really viable the way vanilla is set up.
b) reduce archer damage so he gets exposed for longer. There are (unfortunately) many games that have adopted this way, for example diablo I.
It leads to what is sometimes called a "tank archer", where the fights last long and most of it takes place in melee range (because its easier for the archer to get some defenses up than to constantly maneuvre out of melee range). I dislike it because it feels wrong that a normal (non-unique) monster should take dozens of arrows to kill, and using launchers like a melee weapon goes against everything I associate with archery. Historically, once the infantry or cavalry caught up, the archer unit was toast.
Hence my suggestion to disable archery in melee range. This way he can have high damage, but is forced to do tactical maneuvres similar to the melee guy.
A typical melee encounter might go like this: @.....D
@ moves up 5 squares. @ spends about 5 turns meleeing D.
The number 5 is a bit arbitrarily picked, and @ might wait around corner rather than walk up to D, but the point is that he spends some time setting up the fight (since he can only fight in melee range). The whole fight lasts about 10 turns.
Enter our archer. He has plenty of ammo and no qualms about wasting it on D.
Lets assume he does similar damage to the melee @; then he just presses the button at 5 square distance, and D croaks as he reaches melee range. The fight lasts only 5 rounds, half as long as the melee fight, and furthermore the archer is only exposed to Ds ranged attacks, while melee @ has both melee and ranged attacks to contend with.
Clearly the ranger has an easier time.
While this in itself is not necessarily a problem - similar to highelf race, there could be an easy class in angband - one might want to balance it, if only to not have archery being the best method for everyone.
The options that come to mind are
a) reduce archer defense so he is at similar risk as melee guy. This is not really viable the way vanilla is set up.
b) reduce archer damage so he gets exposed for longer. There are (unfortunately) many games that have adopted this way, for example diablo I.
It leads to what is sometimes called a "tank archer", where the fights last long and most of it takes place in melee range (because its easier for the archer to get some defenses up than to constantly maneuvre out of melee range). I dislike it because it feels wrong that a normal (non-unique) monster should take dozens of arrows to kill, and using launchers like a melee weapon goes against everything I associate with archery. Historically, once the infantry or cavalry caught up, the archer unit was toast.
Hence my suggestion to disable archery in melee range. This way he can have high damage, but is forced to do tactical maneuvres similar to the melee guy.
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