New trait for dwarves : fast-gunner

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
Qes
Posts: 357
Joined: August 9th, 2007, 10:28 pm
Location: Minnesota

Re: New trait for dwarves : fast-gunner

Post by Qes »

irrevenant wrote:
CarpeGuitarrem wrote:*cough*WINR*cough*
True, and I almost said that myself, but this is really an argument about intuitiveness not realism. ie. Wesnoth doesn't have to be realistic, but it shouldn't run counter to the player's reasonable expectations either.

Regardless, the current Thunderer passes both tests, so it's a moot point.
Perhaps I gave the wrong impression.

I like the thunderer units. Someone was talking about tweaking them and I simply wanted to present an option - something flavorful that didnt disrupt a sentiment of quasi-realism.

The thunderer is generally the best unit to have in the open - other than the guardsman, because sometimes it's impossible to make use of 'high-ground' that the dwarves need. The high damage output of range, and the melee contingent make it counter-worthy.

It was only a thought, and my misconceptions when I first started playing were MY fault - for the nature of assumptions, not the game's. I dont pretend otherwise.

Cheers,
-Qes
Yes I use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
G-$
Posts: 3
Joined: May 12th, 2008, 11:05 pm

Re: New trait for dwarves : fast-gunner

Post by G-$ »

From a realism standpoint these guns should be slow.. In fact:

1. Early guns could not be kept loaded - the shot (just a metal ball) could actually just fall out of the gun or become jammed. The powder, often loose, would fall out as well. Especially in the field or in divisive terrain, there was a real danger of the powder becoming wet, so it was usually kept in a watertight pouch.

2. Gunpowder is an evolving medium that has gone through a lot of changes prior to the development of the modern bullet. Early gunpowders took a long time to build up the proper reaction to cause the gun to fire - this meant there was actually a few seconds delay before firing took place, after the powder was lit.

3. Rifles were not used in close quarters, in part for the above reasons. Pistols were, but a 'thunderstick' is not a pistol.

One change I would support to the thunderer is the idea to change the flavor text from 'dagger' to 'bayonet' or some dwarvish technology equivalent.
brownbookwyrm
Posts: 2
Joined: March 21st, 2012, 4:31 am

Re: New trait for dwarves : fast-gunner

Post by brownbookwyrm »

This is my first post, so my apologies if this sounds a little weird, incorrectly formatted, etc.:

I like the dwarves, and from reading this thread I get the impression that the main point of it is the feeling that the dwarves lack a dependable ranged attacker. As much as I like thunderers, perhaps they are not the unit to tweak. I think the dwarvish scout would be a better choice. It already has a ranged attack (though only one strike with it, if I recall correctly) and a melee attack, with multiple strikes. I think the damage and strikes for both should be switched around. Then the thunderer is the dwarves' big one-shot ranged specialist, and the scout has multiple weaker strikes. I'm not sure how that balance, but oh well.

On a side note, does anyone else feel that Thunderer's hit less often then they should? I've had times that my Thunderers have 60-70% chance to hit, and it feels like their actually hitting about 30-40% of the time. Does anyone know if this is just me, a result of the RNG, or a game mechanic?

Finally,
G-$ wrote:
From a realism standpoint these guns should be slow.. In fact:

1. Early guns could not be kept loaded - the shot (just a metal ball) could actually just fall out of the gun or become jammed. The powder, often loose, would fall out as well. Especially in the field or in divisive terrain, there was a real danger of the powder becoming wet, so it was usually kept in a watertight pouch.

2. Gunpowder is an evolving medium that has gone through a lot of changes prior to the development of the modern bullet. Early gunpowders took a long time to build up the proper reaction to cause the gun to fire - this meant there was actually a few seconds delay before firing took place, after the powder was lit.

3. Rifles were not used in close quarters, in part for the above reasons. Pistols were, but a 'thunderstick' is not a pistol.

One change I would support to the thunderer is the idea to change the flavor text from 'dagger' to 'bayonet' or some dwarvish technology equivalent.
In response to your realism standpoint, it reflects how I use the Thunderer: in groups of two or three, in a line, or adjacent hexes to each other and one opponent, like the historical musket barrage.
User avatar
Iris
Site Administrator
Posts: 6729
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Re: New trait for dwarves : fast-gunner

Post by Iris »

Just note that you are replying to an abandoned, nearly four years-old topic.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm (now available for Wesnoth 1.14.x and 1.15.4+).
brownbookwyrm
Posts: 2
Joined: March 21st, 2012, 4:31 am

Re: New trait for dwarves : fast-gunner

Post by brownbookwyrm »

Thanks. Sorry, I didn't notice.
Post Reply