So whilst playing through this mod i've tried going down the road of rp assassin, or rouge, and in the end i was always curb-sromped by some Black-uruk withan orc draught and mace.Effect arrows would change that situation entirely.
Poisoned Arrows: Alright, obvious first choice here, poison arrows. Poison arrows would bring more use to the poison we acquire throughout our journies, let's be honest how many of you actually end up using it? That's what i thought. Daggers are currently at a vast disadvantage in the mod due to many players using pikes, and many players aren't exactly open to "free drinks". Poisoned arrows would be a great addition to the mod because it'd cause that pesky uruk to be careful whilst approaching Wood-elven territory, or the hordes of Gundabad encroaching on The Angle to watch their backs.Poison arrows would likely be less damaging then normal arrows, but would make up ofr it with 15-30 sec of poison damage. Wood-elves and Tauredain would likely be immune to the poison.
Crippling Arrows: Arrows that slow down or weaken opponents would be very beneficial to archers.Crippling arrows would likely have a slowness or weakness effect placed upon the assailant after being shot for about 10 seconds. They could prove useful for a fleeing archer, escaping a flank.
Smoke Arrows: Smoke Arrows would act as a blinding tool a smoke arrows shot near someone would erupt into a cloud of smoke temporarily blinding multiple opponents for up to 10 seconds (depending on how close to blast) it would disorient enemies and leave them confused and in a flurry, giving archers a chance to slip away, or move in for the kill.
Morgul Shafts: I was introduced to Morgul shafts in my delvings of the Hobbit: The Desolation of Smaug (Note: i know it's completely non-canon but hear me out) Bolg, and antagonist shot Kili a dwarf in Thorin's company witha morgul shaft, weakening him sufficienty and causing alot of damage over the time Kili was infected. Morgul shafts would give a wither effect for 5-10 seconds, along with weakness and mining fatigue. These arrows would be exclusive to the Orcish faction of ME. It'd give them a boost against (the OP :3) Elven factions and Blackroot archers.
Abilty, Corpse Collection: Realisticly after shooting something with an arrow it can be scavenged afer the kill. The feature i'm proposing is that after you kill an enemy npc with an arrows/effect arrow, they will drop half the amount of arrows it took to kill them (If it took 1 arrow, none would drop), however, effect arrows would be dropped afterwards as regular arrows, as the effect has already been utilized.
New Item, Quiver(s): After adding these many arrows into a mod storing them would likely tend to be a pain, however with a quiver to store them in this problem would go away. Quivers would probably have the same arrow capacity as a small pouch, not realistic but meh. If multiple types of arrows/ammo were beign held in thepouch you could use Shift+RClick to switch ammo types, and the Quiver would list how many more shots of that ammo you had somewhere near your hotbar. You could choose to customize your quiver by dyeing it or by placing it in a corresponding faction crafting bench (ex. Lothlorien CB, quiver turns gold and white). This may be a stretch but mabye there would be a way to upgrade your quiver by surrounding it in an ore, mabye elven steel, or mithril nuggets, upgrading it to store as many arrows as a medium pouch.
Thanks for listening to me ramble bout my ideas! Feel free to suggest more arrow types, and ideas in the commenting section! Thanks a bunch! (I apologize for any typos i may've done :3)
~DaChimichanga