Orvin: I propose making quivers items that must be worn in order for the quiver slot to be useable. The reasons for doing this would be to add even greater variety to archery and further differentiation based on equipment choice and availability. Possible types of quivers:
- small (holds maximum of 20 missiles)
- large (holds maximum of 60 missiles)
- of extra capacity (holds an unlimited number of missiles)
- elemental (have a chance of causing corresponding brand damage for missiles fired from them, but not branding the missiles permanently)
- padded (reduce noise produced by missiles kept in them, i.e., increase stealth)
- of quick nocking or of reloading (grants an extra missile attack)
- elven (combines of extra capacity, padded, and of quick nocking)
- orcish (combines of extra capacity, of quick nocking, and poison elemental)
- plus artifact quivers (e.g., an elven-themed artifact quiver that causes *slay* orc damage to be applied to any missile fired from it, or Bard's Quiver, which causes *slay* dragon damage to be applied)
RavenRed: I do like this idea, but to give it any real force, you'd need to make a penalty for non-quiver use. Perhaps a doubling of the time it takes to fire a missile. Also, loading the quiver from inventory could possibly take a couple of turns (which would give quiver size some real meaning). For the most part, I like your ego-types, too.
Orvin: Thanks for the reformatting and comments. I hadn't thought about the penalties you mention, but like them. Regarding the time to load a quiver, I have no real life experience in archery, but it seems reasonable that one could load a handful of missiles at a time. Maybe, a handful is 10 arrows or 5 bolts? So, the time to load a quiver would be a multiple of the least integer greater than (the number of missiles in the inventory slot)/(the number of missiles per handful). I guess there would need to be code to deal with interruptions during loading.
KhymChanur: One penalty could be that a quiver provides protection that non-quivered ammo doesn't have. For instance, arrows in your inventory could burn up from fire damage, but quivered arrows wouldn't.
And if non-quiver ammo firing has some sort of penalty, a big requirement for all but the most basic quivers would be the ability to store multiple types of ammo in the same quiver (i.e., your Silver Arrows of Slay Dragon along side your Seeker Arrows of Slay Undead) to keep parity with the way ammo firing works now.
BrianBenson:rather than just quivers, wouldn't it make since a number of pouches, bandoliers, satchels, etc. that could be fitted onto a being to alow easier use of the items therein pretaining? For instance, you could alow thiefs to carry many daggers of various types in a pouch and thus be able to throw them with a faster speed. It realy doesn't make sense as the game currently is that you can rumage through a mass of items and find a sertain one and use it in the same time it takes to slash at an enemy with a blade. Such a system could reward planning better.
ElvishPillager: Needless complexity! As far as I can tell, it must be assumed that your "inventory" DOES consist of a number of pouches, bandoliers, satchels, etc; otherwise, where could you carry so much stuff? A backpack is nowhere near big enough and fighting while wearing one would be awful. Hence: If you're looking for realism, look elsewhere.
Plus, I would now be able to have a randart quiver that gives +5 strength, speed and luck to go with my randart bolt that gives +3 wisdom, constitution, charisma, and attack speed. (That was an awesome bolt. A pity I wasn't playing a warrior.)
GhostBuster The real advantage of quivers is the possibility to add extra slots to the inventory for 'f'ired items. Sangband add a similar functionnality. Your could add up to to 10 'f'ired or throwned ('v') items types numbered 0 to 9 in the equipment slot, iether shots/bolts/arrows or throwned dagger/javelin, etc. It partially used the inventory list. Every arrow counted as 1 and every throwned weapon 5 arrow equivalent. And for every 99 arrow equivalents, an inventory slot was freezed to store the ammos... Quite useful and balanced idea, I think....
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