I formulated this concept from two final fantasy titles, and there corresponding mechanics involving both Ammo(from final fantasy 12) and Gathering tools(from final fantasy 11).
PLEASE READ ALL OF THIS, BEFORE COMMENTING, THANKS!
FINAL FANTASY 12
I'll be short and to the point. We all know in FF12 Ammo took the form of one singular item we would place in our ammo slot, this gave us infinite ammunition for whatever type of ammo we chose to equip. This could range anywhere from blind bolts, to standard wooden arrows(examples).
FINAL FANTASY 11
In FF11 our Gathering tools such as pick axe's, or hatchets, were based around a system, where the more you used them, the more likely they were to break, and in some cases may even break on the first use. This lead to players bringing multiple pick axe's and hatchets in stacks of twelve.
FINAL FANTASY 14
In final fantasy XIV, Archers are currently at the knees of controlling there arrows per fight by continuously navigating back and forth from the monster in order to stop their auto-attacking/arrow using mechanic. The only other alternative is exiting passive/active mode. Without some method of turning off their AA feature, Archers are having to find alternative and some what hassling combination's of ways to control their arrows per second(as I like to call it).
MY IDEA
Because of the current system being released in 1.18 Archers are beginning to ask for unlimited Ammo. I will say, I do not agree in unlimited Ammo. However, I do agree their should some form of ease to the limit of arrows per second.
Combining FF12's singular Ammo item(arrow, bolt, bullet/shell whatever it may be) with FFXI's Gathering Tools random break on usage mechanic, we can form an ease to the amount of ammo per second.
Examples include...An archer has equipped an Iron Arrow, he brought along a stack 12 Iron Arrows. While in combat instead of blowing through all 12 of those arrows per attack, it would instead randomly generate a "break" per arrow at any given time in combat. This could be followed up with a chat-log text indicating "your Iron Arrow has broken". At that point the Archer then uses "refill" to re-equip another Iron arrow.
This system Could be modified by a statistic. Depending on an Archers "x" statistic(whatever it might be), Will determine the breaking percentage per arrow.
This is an idea, I feel will ease the number of arrows Archers will have to not only lug around, but also have to use in combat, and this system actually goes hand-in-hand with the new battle system being released in 1.18. On top of that, players should remember Quivers can excel the amount of arrows a player can carry by expending on one inventory slot. These quivers could carry 99 of any said arrow.
Thanks for reading! Let me know your opinions, and what you might think ^^!