Yo! I had to make an account just for this.
While I agree with the idea of the OP for the most part, there are a few points I would like to make.
(Understand that, while I did read everything in this thread, I may have either missed or accidentally brushed over some things, so if I repeat what others have said, I apologize.)
Point 1: Fire rate
Keep in mind that there are numerous examples of blinding fast firerate being the norm for Archers.
The Apache Native Americans were known the world over for their capability to get off accurate deadly shots every 3 seconds using 45# bows… at 50 yards (musket range, mind. Note also that they were being compared to muskets.).
A certain Russian (Cossack, I think) style was known for 1 shot every second, but individually suffered from inaccuracy out past 5 to 10 yards… hey, it was meant for mass volley fire.
Point 2: Accuracy/Range
An example from Japan here (Kyuudo), but…
Wielding a ~55# Daikyuu Yumi, it’s expected of the students to be able to consistently hit a solitary man sized target at 150 shaku (~50yds), higher students are pushed to double or even triple that. I knew one man who would nail a watermelon at 200yds every single time (of course, he was the ‘master’ after all).
Now, I don’t know if there’s been any official measurement for tiles (I’m sort of new here), but assuming that every tile/square in-game is roughly 6ft/2yds (enough room to comfortably hold a human or zombie and whatever they may be carrying, while still supporting building sizes), accurate shooting at ranges of 25 should not be out of the question, while harassment (shooting at something in order to draw their attention, knowing you’re never going to hit them) at 50 should be possible (although I’m not certain that such a mechanic is in the game, since I’ve only ever done this within standard bow ranges in order to draw the Zed into my Melee range without alerting the Shocker that was some 30 farther in… call me paranoid, but after the third time I died to those things, I started looking for alternatives).
Point 3: Bow Types
You seem pretty satisfied with having just 3 Bows and 2 flavor bows. Why?
Wouldn’t it be so much better to allow a magnitude of bows by creating categories based on bow type much like the firearms?
Now, I don’t mean creating new skills for them, I mean as a design base.
To the best of my memory, the IRL basic bow types are Hand Bows, Short Bows, Long Bows, and Great Bows (or ‘War Bows’). All bows, including modern composite and compound bows (with the obvious exclusion of crossbows), fall somewhere in here based on their size.
So, wouldn’t it just be much easier to allow for these 4 categories and design the generics around the concept?
I mean having things like Improvised Hand Bow, Improvised Short Bow, and Improvised Long Bow all being craftable relatively early on (Great Bows are reserved for later), then progressing to ‘plain’ Bows (Hand Bow, Short Bow, etc) when the survivor rightfully has an idea what they’re doing, then traditional composite bows, then your recurves, reflexes, recurve/reflex, laminated, compounds, and so on.
I think you get what I mean.
This allows our Archer-Survivors just as wide a selection as our Gun-toting Survivors, but makes getting them a little harder (by the time you’d get to the high modern bows [all entirely craftable IRL with tools already in-game] you’d be a master archer and fabricator).
Hand bows, if anyone is curious, are very short bows of 1 to 2 feet in length; 3-8# (depending on quality, I’ve seen some Korean Hand Bows that were 20# or greater); usually made of bone, horn, and/or the limb of a small tree; and usually reserved to small game hunting (or assassination, if you’re Korean, as their more advanced models were attached to a wrist guard for concealment under robes).
Wouldn’t this be a decent option to start out with, seeing as they’re ridiculously easy to make? (Take a springy limb and tie some string to it. Done.)
Force players to gain skill by hunting squirrels.
Point 4: Crossbows/Arrows
Yes. Just yes.
(Just please don’t get too complicated in the early game.)
Other
All in all, I approve of the way this idea/material seems to be shaping up.
I just wanted to throw my two cents in as a bit of advice (on the bow types, specifically).
But, all this makes me wonder something…
Martial Arts Styles for Bows.
Apache-style for Rapid Fire and a slight fire rate (reload?) boost from dexterity. Kyuudo for high accuracy precision attacks (scales with Perception), but a relatively slow firerate. English-style for range, but suffers penalties the farther away the target (Reduced by Strength). Landsknecht-style for crossbows and melee weapons mix (who knows what that’d do…).
Yeah, I’m dreaming here.
Also!
This is pretty much a random, just for fun, response directed towards a commenter whose name I cannot remember. Sorry 'bout that.
Yes, there are Bows (not crossbows) out there that can punch arrows through steel, and almost any bow can punch an arrow through so-called ‘bullet proof’ kevlar soft armor (ironically, IRL Bullets kill mostly through blunt trauma, not piercing capability).
However, no one is asking for that.