Before I list what I feel to be the issues with archery as it stands compared to other weapon skills, and what would be nice additions, I'd like to take a moment for this special message:
Thank you for letting us repair bows! /php-bin/shared/images/icons/smile.gif
Archery issues (rather than additions):
1) Archery needs to be "fire and forget". Still have to be stationary during firing (length determined by stamina and perhaps SSI), but can otherwise move whilst arrow is in flight. Some stationary period is needed for balance purposes. This change is needed mainly to allow Archers to PvP.
2) Subsitute in a new property in the place of UBWS on bows.
3) Archery-related client crashes. Could they be fixed, please?
4) Archers have a single source for magic weapons - loot. All other weaponskills (bar wrestling) have runics to help them also. To correct for this, either increase the probability of archery weapons spawning (really a quick fix to be able to ignore the problem for longer), or add in the much-wanted runic fletching kits.
5) Archery weapons cannot be enhanced, and hence are normally stuck at 100% physical, and a maximum of 100 luck. Effectively makes being a palidin required to be an archer. We should be able to enhance bows (short, quick fix is with ingots, proper solution is via wood types).
6) Arrow and Bolt supply. Ratman archers and Juka Lords both spawn with a good ammount of arrows, and don't cause you karma problems for killing them. The only 'monster' that I know of which spawns with an equivalent ammount of arrows is a Meer Captain, the problem with them being that they lower karma when killed. To me, this is a supply imbalance that should be corrected.
7) Weapon diversity and limitation. Only five (5) options for what weapon to use, and all of them are two handed. I don't mind about the lack of weapons, but in these post-AoS days, the shield slot is invaluable. Either add new single-handed weapons, or make the regular bow and the regular crossbow single-handed weapons. An alternative would be to simply not allow a second item to be equiped, but for the purposes of healing and pots you count as having a hand free.
8) Archery Buttes are not working, and do not publically display the score. This needs to be fixed.
Archery additions:
(some previous points may be relisted, due to not being the only solution presented above)
1) I personally am not bothered about this, but others seem to like the idea. Make Fletching count the same as Lumberjacking, but with respect to bows. GM Fletching gives you 20% damage increase.
2) Runic Fletching kits!
3) Wood types and enhancing bows!
4) More bows availible. Especially "an assasin's crossbow" - small crossbow with infectious strike and shadow strike as the special moves.
5) Reduce the cost of moving shot, or if archery is made "fire-and-forget", replace this with another special move - "ranged shot" (no range limts), or "hail of arrows" (hits adjacient targets also, akin to whirlwind blow).
6) Same as point 6 above /php-bin/shared/images/icons/tongue.gif
7) There is a need for a "lower amunition cost" property, or make lower reagent cost count arrows as reagents. We archers are physically incapable of combat untill we aquire arrows once more, and have to burn through a lot of costly and high-of weight amunition.
8) Poisoned, flaming, apple pie arrows, whatever, we want them. Especially apple pie arrows, it will gives chefs something to do* /php-bin/shared/images/icons/tongue.gif
9) If the reagent seller in doom does not sell arrows, how about we get him to start? Essential to allow archers to continue fighting upon death.
10) More monsters that use bows and crossbows!
11) Make archery buttes player-craftable by carpenters.
*The apple pie thing is a joke... but I know chefs would really like it /php-bin/shared/images/icons/wink.gif