[.77] Ranged combat and it's problems.
It's current state, balancing problems and possible solutions.
As I already pointed in several posts before, I think ranged combat is way underdeveloped in the current beta version. I'd like to elaborate my standpoint more in this post and hope people agree with me
The available range weapons, not counting throwing knifes, are basically of one type (bow), which have a decent starting impact when the first bow-tech is researched. But with increasingly game length their efficiency drops dramatically as they don't scale (which makes them bad for heroes) and don't improve much with research.
And I fully understand WHY the devs been so contained about making range weapons worthwhile. With ranged weaponry you can channel all the attacks on one unit possibly killing the unit in one turn. The focus fire problem has been a balance issue in many games and will continue to be if we just think along the lines of "ranged combat = damage applied to enemy at range".
My idea to lessen the impact of focus fire without making ranged weapons useless:
Let ranged weapon apply some sort of penalty effect of their vicitims. Be it minus to attack, initiative, defense against melee weapons, speed and so on. Those penalties shouldn't stack with the same kind. In that case only the highest malus is taken. This would provide incentive to spread ranged attacks across enemy units to maximize the amount of debuffed enemy units. It would lessen the importance of focus fire and ranged weapon wouldn't solely be defined by the amount of damage they do but also by the utility they provide.
With that in mind and also more playful adjustments to attack ranges of ranged weapons it would be more than justified, from a gameplay point of view, to add more different types of ranged weaponry.
Possible additions of new ranged weapons could be, but not limited to:
African style throwing knifes, throwing-axes, javelins, crossbows, arbalests, repeating crossbows, hand cannons & bombards (I'm serious - primitive gun powder weapons would also fit in a fantasy game), balistas, different kind of slings (Funda, Fustibalus, Bola [Perdida], Atlatl, Kestros...) and Chakrams.
Not necessary all of these weapons have to be included. I've just given a nice range of possible types of ranged weapons, just to show that there is much more than just bows. Also as most have been used parallel of each other at that time they all have advantages over each other which made them desirable to use.
They also don't have to be "primary weapons" in the game. Some could also work like the current throwing knife accessory ingame.
Continuing the thought of adding more options to archers one could also argue for the addition of bucklers and parvise shields. Just to mention it.