I'll try to think of something for Archers and Thieves, but for now I'll give my ideas as for what I think would make Corsairs much more interesting.
For those who don't know, Corsairs need to have bullets for their skills and basic attacks to work, which is logical. The problem is that bullets take up a massive amount of space in the Useable Items section of the inventory, and Nexon has already proven that they know how to make projectiles equipable so that they won't waist space for the user. Why they don't make the switch for the older ranged classes is beyond me. After all, they could just make the stacks into consume items that, when used, give the player a corresponding equip item; however, that seems boring, so I've spent some time thinking of a much more unique way of making ammunition for a character.
The system I've been thinking of involves a new type of equip item, some new Beginner Skills as well as new type of item crafting, separate from the profession system that is given as a Beginner Skill to Pirates when they advance.
First off, the new equip item:
Bullet Chambers: These items, while equipped, bring up a new menu on the UI that shows a number of chambers (the number of chambers depends on the equip). The most basic Chamber and an assembled projectile is awarded for advancing to a Pirate at level 10; the Chamber is also available from the Nautilus Weapons Merchant for 1000 Mesos along with an already assembled projectile to go in it for 500 Mesos. Dragging bullets to the chambers allows for the player to use those bullets, and using the "Revolve" skill will rotate the chambers clockwise; however, the player also has the option of simply clicking on the desired bullet to rotate the chambers directly to the desired ammo if needed.
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Now for the skills that are awarded upon advancing to the second job of Gunslinger:
Revolve: This skill rotates the chambers clockwise, allowing for quick selection of each bullet depending on the situation; however, the player also has the option of simply clicking on the desired bullet to rotate the chambers directly to the desired ammo if needed.
Ammunition Workbench: While in a town, using this skill brings up a menu for crafting bullets, cartridges, and powder, which are all used to create the ammunition. Depending on the different combinations of bullets, cartridges and powder, the resulting ammunition can come with many different bonuses.
Ok, now here are the components that can be crafted and then put together in order to make the ammunition that goes into the Chambers.
Cartridges: These are much less diverse than the other components that make up the ammunition, and all give about the same bonuses that simply get better as the quality of the cartridge increases. Better Cartridges have more slots to hold Powder (thus more bonuses) and higher caliber Bullets (more attack power). Incidentally, the cartridge is what determines which type of bullet shows up on screen.
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Bullets: These provide the most standard bonuses. While a bit unrealistic, the bullets fit any caliber cartridge (I doubt this system needs to get any more complicated).
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Gun Powder: Gun Powder provides variations of the different Potential bonuses, as well as a few bonuses that benefit specific skills or skill delays. Each powder takes up a certain number of slots within the Cartridge, so stacking the best ones is impossible.
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Alright, here are some of the recipes I've been thinking of, but keep in mind that it's a work in progress. I'm thinking of making the best components take some rather hard to get materials to try and reward the hard working and patient over others.
Chamber Recipes:
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Cartridge Recipes:
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Bullet Recipes:
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Powder Recipes:
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Alright! Got the recipes in there. I appreciate all of the opinions I've been getting guys, and a special thanks to Razmos for pointing out some of the glaring flaws in my ideas.
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