Modified, Revamped ideas for Arquebus and other suggestions. I have archived the old information. I strongly reccomend that people should critique my ideas. If you give me constructive criticism or advice (positive or negative, as long as it is thought out), I shall include you as a co-author. Working ideas: Arquebus Damage -Low damage based -low strength/range requirements...damage and accuracy reflects in these skills -range (in terms of squares) determinant on accuracy -Bonus when allied arquebus player is standing in an adjacent block not in your line of fire -chance of missing an hitting an adjacent block to enemy player...possibly hitting an allied unit -weapon does low damage, but if a group of level 20's works together, they can bring down a much more powerful player. The logistics and planning to accomplish this will keep it from overpowering the triangle, and keep noobs from just running around shooting things. -If aiming is done with an interface, clicking on an opponent would trigger melee combat with a bayonet. -If aiming is done by clicking, clicking on an opponent whilst weapon was unloaded would trigger melee combat. -Player is stunned for approximately 2 seconds after firing. -more to come Logistics -iron balls only -accuracy low due to smoothbore -rifle degrades with use...must use cleaning kit to regain power -non-stackable powder horns available from shop, carry two shots of powder -reload time of 6 seconds -balls made from mold, 8 balls per iron ore -some form of easy dwarven quest to get rights and training to use -reload must be done manually. Insert powder, wadding, ball, ramrod in order. Disputes at the moment (discuss) -sights: Aim manually (like paint bazooka thing) or click on player to fire? Credits -will add names this afternoon Archive What do you think? Love/Hate?