Currently the game has shortbows, longbows and catapults. This thread is for discussing the different types of ranged weapons and how each should have multiple methods for decreasing damage or preventing damage allowing for great strategic gameplay. If I knew Stardock did not have such a design plan originally I would have posted this type of thread back during early 2009. Elemental would have greater strategic depth while still being easy for a beginner using this design. Here's a blueprint which Stardock can improve... and a similiar design can be used for melee weapons. Please no posts how weapon(s) is too weak/powerful this topic is for adding strategic depth the gameplay balance comes second. Unit cost and Champion cost are for balance discussions and not discussed here.
First we need to list different missile types, their damage, their damage type, their range, their accuracy, their limited ammunition, number of hands. The limited ammunition is necessary to nerf any exploits players discover during tactical combat... and there's plenty.
A} Shortbow - 2 to 4 damage, piercing damage, range_10 squares, 80% accuracy(since we don't have a precision stat on units), 10_ammo, 2_handed.
B} Longbow - 2 to 6 damage, piercing damage, range_15 squares, 65% accuracy(since we don't have a precision stat on units), 10_ammo, 2_handed
C} Greatbow - 3 to 8 damage, piercing damage, range_12 squares, 70% accuracy(since we don't have a precision stat on units), 14_ammo, 2_handed.
D} BlowDarts - zero to 3 damage, piercing damage, range_4 squares, 90% accuracy(since we don't have a precision stat on units), 5_ammo, 1_handed.
E} Dartbow - 1 to 3 damage, piercing damage, range_6 squares, 80% accuracy(since we don't have a precision stat on units), 8_ammo, 1_handed.
F} Slingshot - 1 to 4 damage, blunt damage, range_6 squares, 60% accuracy(since we don't have a precision stat on units), 14_ammo, 1_handed.
G} Hurl_LargeStone - 3 to 7 damage + 25% of unit strength, blunt damage, range is 50% of unit strength, 80% accuracy(since we don't have a precision stat on units), 2_ammo, 1_handed. *Primarily for monsters*
H} Hurl_Boulder - 7 to 12 damage + 20% of unit strength, blunt damage, range is 33% of unit strength, 80% accuracy(since we don't have a precision stat on units), 2_ammo, 1_handed. *Primarily for monsters*
I} Catapult - 7 to 25 damage, blunt damage, 55% accuracy(intelligence could be used if we need engineer units to mount the catapult), 8_ammo, hands_NA
J} Boomerang- 2 to 5 damage, blunt damage, range is 50% of unit strength, 70% accuracy(since we don't have a precision stat on units), unlimited ammo yet 10% chance of breaking, 1_handed.
K} Shuriken - 3 damage, cutting damage, range_5 squares, 70% accuracy(perhaps dexterity could be used), 5_ammo, 1_handed.
L} Throwing Knife - 2 to 3 damage, cutting damage, range_5 squares, 75% accuracy(since we don't have a precision stat on units), 4_ammo, 1_handed.
M} Throwing Axe - 3 to 6 damage, cutting damage, range_6 squares, 60% accuracy(since we don't have a precision stat on units), 2_ammo, 1_handed.
Second we need to list different methods of defense and bonuses for piercing damage, blunt damage and cutting damage. Ideally it should be possible in the future for forging OR casting magical extra enchantments on these weapons thus having poison(earth), lightning(air), flaming(fire), ice(water) damage, decay(death), etc., etc., .
Cutting Damage - Spells specific for reducing cutting damage(single unit or whole battlefield), Forging enchantments for reducing cutting damage, Shields having % chance of blocking, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}.
Piercing Damage - Spells specific for altering piercing damage to miss target and land on a random square(Gusts of Wind)(BlindingLight), Forging enchantments for reducing piercing damage, Shields having % chance of blocking, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}..
Blunt Damage - Spells specific for reducing blunt damage(single unit or whole battlefield), Forging enchantments for reducing blunt damage, Shields having % chance of reducing damage, armor naturally should reduce damage, resistance (specific for monsters{maybe a few nations}.
FINALLY before anyone says this is too complex... it's only complex if you wish to spend the time calculating why a throwing knife will work better against opponent X as compared to opponent Y. The new players can still play fun good games with diversity without any need to research formulas. Basically the deep strategic game depth exists, but it's not necessary because an army of soldiers guarding archers will still be effective... the only possible exception is on the very difficult games where the player is greatly outnumbered.