Sn1p3r187
Carolinian Shaolin Monk
I've been on this one all day. While I know mods like B42 bows exist for New Vegas, I feel like it takes existing assets and modifies them to fit a niche to say "Hey archery does exist among tribal enemies and you can take it up too with select perks", plus it is affected by the explosives skill. I feel if Obsidian or even Inexile weirdly got the IP back and decided to add traditional archery or slings as weapons in the falloutverse as say tribal weapons they'd have to add in their own modifiers, base damage, and certain animations to make it work. Which is why I've brainstormed ideas and now I ask everyone else how they'd make archery and crossbows work in the Fallout universe.
Personally I say it would vary. I'd make archery it's own skill itself like guns with its own perks and build specific gear and such. Between the design of the bows, it's draw weight, and the material used for it. Like say Longbows- Take it it has a base damage of 25 but because it's of a lower draw weight, say around 40lbs-50lbs. Basic strength requirement would be just 5 It has a relatively high critical chance modifier of x2 or potentially x3. Along with a hell of a range to boot but might suffer a tad in accuracy because of of means to store energy. And saying adding mods in this case would be adding a scope, potentially using more tensile bowstrings for increased speed for reload, fur silencers to make the bow more silent in use, even composite materials to increase condition. Going further from Longbows to recurve bows- the draw weight begins to bump up a littler higher. Say around more powerful bows that have a heavier draw weight you have to have a higher strength to handle.
In this case Recurve Bow- Base Damage of 45, Draw weight 60-75lbs, but because of the higher draw weight, lesser critical chance potentially not as much range as the longbow and bit shorter, but more overall power and accuracy at short to mid range. At least a strength requirement of 6. Adding in it also saves space in inventory because of it being shorter. And with reasonable perks you can fire the recurve just as fast and accurately as the longbow. Similar mods like the longbow in this case
Now to Compound Bows- Easily the highest draw weight approaching anywhere between 75-95lbs. High base damage of 70. Also require the heaviest strength requirement at 7. They're not good for the criticals. But their high damage makes up for it in some light. But they don't come with much in the way of mods, theyre very expensive to maintain, thus rare. Being theyre also very heavy you won't be able to fire as fast as a normal recurve or a longbow. Adding also- They only fire a specific type of arrow (aluminum) that happens to be quite expensive in bulk as well.
All arrows regardless have a bonus of -4DT against non metal or powered armor. Reflecting one how easy it it is for penetrating weapons to get through leather or kevlar armors regularly available in the wasteland. Differing arrow materials, different arrowheads to be used. Bodkins would be very effective against the toughest wasteland creatures and enemies wearing heavy armor, Serrated Broadheads serve as the counterpart to hollow point ammo to low DT enemies with high health doing at least overall 1.75 damage but not effective against enemies of higher DT. On top of this- arrows can be poisoned effectively. Explosive heads would also be good for multiple enemies, and even pulse variations would exist as the proper anti robot/anti power armor weapon. On top of this- Arrows are retrievable up to 3 to 4 times before they break.
What do you think of my idea? Any suggestions or ideas of your own? I've been thinking about this for a hot minute
Personally I say it would vary. I'd make archery it's own skill itself like guns with its own perks and build specific gear and such. Between the design of the bows, it's draw weight, and the material used for it. Like say Longbows- Take it it has a base damage of 25 but because it's of a lower draw weight, say around 40lbs-50lbs. Basic strength requirement would be just 5 It has a relatively high critical chance modifier of x2 or potentially x3. Along with a hell of a range to boot but might suffer a tad in accuracy because of of means to store energy. And saying adding mods in this case would be adding a scope, potentially using more tensile bowstrings for increased speed for reload, fur silencers to make the bow more silent in use, even composite materials to increase condition. Going further from Longbows to recurve bows- the draw weight begins to bump up a littler higher. Say around more powerful bows that have a heavier draw weight you have to have a higher strength to handle.
In this case Recurve Bow- Base Damage of 45, Draw weight 60-75lbs, but because of the higher draw weight, lesser critical chance potentially not as much range as the longbow and bit shorter, but more overall power and accuracy at short to mid range. At least a strength requirement of 6. Adding in it also saves space in inventory because of it being shorter. And with reasonable perks you can fire the recurve just as fast and accurately as the longbow. Similar mods like the longbow in this case
Now to Compound Bows- Easily the highest draw weight approaching anywhere between 75-95lbs. High base damage of 70. Also require the heaviest strength requirement at 7. They're not good for the criticals. But their high damage makes up for it in some light. But they don't come with much in the way of mods, theyre very expensive to maintain, thus rare. Being theyre also very heavy you won't be able to fire as fast as a normal recurve or a longbow. Adding also- They only fire a specific type of arrow (aluminum) that happens to be quite expensive in bulk as well.
All arrows regardless have a bonus of -4DT against non metal or powered armor. Reflecting one how easy it it is for penetrating weapons to get through leather or kevlar armors regularly available in the wasteland. Differing arrow materials, different arrowheads to be used. Bodkins would be very effective against the toughest wasteland creatures and enemies wearing heavy armor, Serrated Broadheads serve as the counterpart to hollow point ammo to low DT enemies with high health doing at least overall 1.75 damage but not effective against enemies of higher DT. On top of this- arrows can be poisoned effectively. Explosive heads would also be good for multiple enemies, and even pulse variations would exist as the proper anti robot/anti power armor weapon. On top of this- Arrows are retrievable up to 3 to 4 times before they break.
What do you think of my idea? Any suggestions or ideas of your own? I've been thinking about this for a hot minute