I would distinguish the difference between Bows and Crossbows like this:
Bows have a higher critical hit chance and Crossbows have higher armor penetration.
I would make that inherent to Bows/Crossbows and irrespective of enchantments.
I would then balance the damage between the Bows and Crossbows to be the same as their new counterparts would be;
Bows and Crossbows:
- Longbow = Crossbow
- Hunting Bow = Iron Crossbow
- Imperial Bow = Steel Crossbow
- Ancient Nord Bow = N/A As Ancient Nords didn't have Crossbows
- Orcish Bow = Orcish Crossbow
- Dwarven Bow = Dwarven Crossbow
- Elven Bow = Elven Crossbow
- Ebony Bow = Ebony Crossbow
- Glass Bow = Glass Crossbow
- Daedric Bow = Daedric Crossbow
- Dragonbone Bow = Dragonbone Crossbow
So the Dragonbone/Daedric Crossbows wouldn't be ridiculously overpowered as they would have the same damage as their Bow counterparts, it's just they would pierce armour more instead of having a higher critical hit chance.
I would also make the Crossbows weigh more than the Bows, but the bolts weigh less than the arrows (as they are smaller).
Crossbows would also make more noise than Bows when fired, so stealthy characters may prefer to use Bows when sneaking around.
In this way hopefully creating a 'similar but different' feel to the Bows and Crossbows, so that there are distinct benefits to one over the other; but also so players can have their own unique style of one type, or the other, or both.
In terms of types of Bolts I would add, and make the damage the same as their arrow counterparts;
Types of Bolts:
- Iron Bolts
- Steel Bolts
- Silver Bolts
- Orcish Bolts
- Dwarven Bolts
- Elven Bolts
- Ebony Bolts
- Glass Bolts
- Daedric Bolts
- Dragonbone Bolts
This will be added in to blacksmiths, but in particular to the fletcher in Solitude - who will have a special, above average fletching table, similar in grandeur to the Skyforge of Whiterun. (Speaking of which if it were up to me smithing at the Skyforge would add a slight bonus to whatever you make, I don't know what)
I would also make arrows/bolts enchantable, and the level of your soul gem depict how many arrows/bolts you can enchant with one gem per batch.
I suggest;
Soul Gem to Arrow/Bolt Amounts:
- Grand Soul Gem = 50 Arrows/Bolts
- Greater Soul Gem = 40 Arrows/Bolts
- Common Soul Gem = 30 Arrows/Bolts
- Lesser Soul Gem = 20 Arrows/Bolts
- Petty Soul Gem = 10 Arrows/Bolts
The strength of the enchantment would be directly related to your enchanting level.
For example; level 100 Enchanting makes the strongest arrow/bolt enchantments and it decreases from there.
I would make some of these enchantments perk-gated (so that a level 25 enchanter cannot make arrows/bolts that paralyze a target).
If I make no specifications otherwise, assume that the enchantment is a single target only. I.e. Number 4 (Fear) is only single target (This means that when you shoot someone with a fear arrow only they will be feared).
I have also ordered them in the way that I think they should be unlocked, to maintain a feeling of progression as enchanting level increases.
Of course you could also buy these from various vendors and I'm assuming there would be a suitable levelled list addition for various merchants to stock these.
But this is how I feel it should be in terms of making your own.
Types of Enchantments for Arrows/Bolts:
- Fire (Burst Damage/Area of Effect/Damage Over Time)
- Frost (Burst Damage/Area of Effect/Damage Over Time)
- Shock (Burst Damage/Area of Effect/Damage Over Time)
- Frenzy
- Calm
- Water (To put out lights as seen in Skyrim Game Jam)
- Fear
- Arc Magelight (This is an idea of mine that creates a string of magelight that follows the arrow/bolt's trajectory and remains for XX seconds. I.e. You shoot an arrow/bolt with this enchantment down a hallway and it leaves a stream of magelight in the air where it flew.)
- Soul Trap (Fiery too?)
- Turn Undead
- Damage (Health/Stamina/Magicka)
- Banish
- Drain (Health/Stamina/Magicka)
- Slow
- Paralyze
All enchantments should be visible on the arrow/bolt with some sort of effect; I.e. Soul Trap adds a purple aura to the arrow, Fire damage puts a cloth on fire on the arrow, etc.
ALSO, as a final note, I think it would be cool to make a Unique Dwemer Crossbow that is gas-automated and (similar to a revolver) can shoot maybe 6 bolts before needing to reload. It can be modelled slightly of the Crossbow from the film Van Helsing (but of course in true Dwemer style).
This is all I can think of at the moment, will edit it into the main post as I've sorted it better than the original post.
Show your support or let me know what you think; suggestions are welcome.
If someone wants to make a mod of this please go ahead (I'm not a very good modder), but I do hope Bethesda do it officially.