Nizaris1 wrote...
the problem of having guns are
1. power/damage scaling - how powerful the gun is? Archery is already powerful with critical hit/damage, how far a gun will go in the game?
2. casting time - reloading and firing, how long it will take? For sure medieval type of guns is not like machine-guns, need to insert the powder and the bullet, compress it, then aiming, then fire. Aim in DA:O is already bad enough, so how long gun firing in DA3 if implemented? Gun reload is slower than crossbow
3. Modifier - to use gun is not like archery, what attribute modifier for gun hit rate and damage? Agility? Cunning?
edit : Gun do recoil making hit rate is less than archery
Casting time/damage - it takes bout 15 seconds to load a musket even for an expert, an early hand cannon would probably take about 30 seconds to load. so realistically, it's not going to be realistically portrayed in a game, unless you make it really powerful and use it behind. As for modifier - agility/cunning would make sense, maybe affect the above mentioned loading time I suppose.
From this we can conclude that gunz is either going to be a pointless addin given that we have bows&arrows already, and that since we cannot make it realistic, it's going to be an in between sort of weapon of choice - pointless. Or a useless addin if we're going to make it realistic.
Though I wouldn't mind adding this in as an ability - say we have a Qunari companion, and one of his power is a area of effect cannon shot that can have a cooldown time of a minute. Hmmm... Or maybe just show it in massive battle cinematics, which would make sense since gunz eventually took over bows in Europe BECAUSE it was useful in equiping large field armies with minimal training, marksmanship caughtup way after.





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