Friday, April 30, 2010

Larah's & Cathli's Battle Bows

Computed Autofire Reconnaissance
Low Range enhanced Register Arrows
Low Range behind the Horizon buoyancy hit Curve (Siege mode)
Low Range steep angle enhanced direct hit curve
Gorean Meter (GM) Scripted
Five different shoot soundsets
Draw Sound
Five different Siege Arrows
Adjustable Speed
Adjustable Aim height
SL Zero Directional Arrow
Parallel scripted
Mono Compiled
Mouseview Button
Full Range Gesture Access
Glow Tail Tracer Arrow
Concise Hit Protocol
Color Code Arrows
Combat mode/ Ultra Low Lag mode
Poison Arrow (ML)
Resize Scripted
Optional Toggledraw
Integrated Sim lag (dilation ) meter

Makers Guarantee: Free update Service
The Scripts are robust and multiply tested, checked, rechecked to ensure its never failing
If you battle on the large Battlefields of Gor, THIS is the bow for winners

These bows do not compromise: They are scripted and built to perform in the worst of conditions, its features are optimized for the large battles on gor.

1. Features

The bows perform without failure even in worst conditions, due to parallel scripting, prim and script minimization, simple texturing, mono compilation, a concise chat protocol and excluding gadgets that are not needed.
Its features are focusing on maximum performance in raids and defense situations, an ultra high register for low range arrows, lowering arrow bounce, but high buoyancy and an automatic aim correction in melee range.
unique Second life Zero directional slender arrows, italian design, with tracer glow tail feature to follow your hits that VISUALIZE which type of arrow you selected
ultra low lag feature with reduced script features and even more parallel scripting to battle even in worst conditions

The siege functions of the bow will have dramatic changes on the battlefield! They make this bow the ultimate weapon for the large wars on gor.

This bow has been developed for winners.

Adjustable arrow speed does NOT mean you shoot more arrows per second, and a high arrow speed does not mean you hit better: It only means the arrow flies faster or slower. The number of shot arrows per second is not changed with arrow speed. A slower arrow registers better, because the server has more time to estimate a hit. A fast arrow allows you to better hit a far away avatar that changes direction frequently. However a slow arrow that is also heavier flies a different curve: its downward directed flight vector enables you to aim for a direct hit without loosing the chance for a splash hit if you did not hit precisely enough. A similar effect is reached when a large avatar shoots at a small one from a greater height at a short distance.
Any arrow, approaching at an obtuse angle, faces a larger splash zone: The hit probability grows.

The CURVE of the downwards angle is determined by speed and by the weight of the arrow. However, a reduced arrow speed reduces reaction time if your opponent changes directions. Therefore these advantages count on short distances that are typical for battle.

Another tactical situation, typical for battle is opponents hiding behind walls. The buoyancy of a heavy arrow lets it drop inside from above, adding realism to battle like it has not ever been encountered on our Gor, where arrows fly straight and never drop. The deadly rain of arrows that archers aimed for, with their missiles coming from above that used to be a tactics on the medieval battlefield is now available for Battle on Gor!

Cathli&Larah

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