fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 06:51:54 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: Battle system suggestion.  (Read 3653 times)

Battle system suggestion.
« on: October 29, 2010, 02:34:38 am »

Issues
Turn-based: takes too much time and is non-practical when talking about MMO. This makes it nearly non-useable.
Real-time: Against SPECIAL. Fallout was designed to be single player AND turn-based. Additionally there is no difference in walking and running in this system, with the latter giving a big advantage.

My Solution.
Since AG and many of perks are pretty much obsolete in RT (Bonus Move, anyone?), im voting to create a new battle-system, let's call it the "real time turn system".
Each turn lasts 6 seconds, or until every character in battle uses up his action points. Everyone starts in REAL-TIME and it's just like real-time - everyone can move or shoot or do whatever they desire, however once their AP is drained, they have to wait for a new turn (which is every 6 seconds) which is very much like the original fallout turn-based.
So in this system, you can actually use perks like bonus move, and a guy with 5 ap cannot outrun someone with 12 ap. However, the guy with 12 ap still has a big advantage, and since turns are every 6 seconds (can be longer due to long animation times) the game will feel very much like real-time. HTH chars with kicks for 2ap and 2x bonus move be ready to shine!

This is connecting the advantages of Turn-based, with the advantages of the Real-time, having little of the disadvantages they both have.
Hard to implement? Easy.
Subject to discussion? I guess so.
« Last Edit: October 31, 2010, 12:50:07 am by gracul »
Logged

John Ryder

  • Problem, Surf?
  • Offline
Re: Whole bunch of suggestions and not only. A Game Review of sorts.
« Reply #1 on: October 29, 2010, 04:27:31 am »

The game was meant to be called "Faction mod" so working in group is a must. If you decide to play as a loner then you have to take downsides. Also explain me how this game has players even though it's so hard? Some people quit after 2 days and some don't. Difficulty level is fine.
Logged
 - It's intended!
Typical FOnline roleplayers

Andr3aZ

  • Endless forum lurker
  • Offline
Re: Whole bunch of suggestions and not only. A Game Review of sorts.
« Reply #2 on: October 29, 2010, 10:17:31 am »

Fact is that nobody trusts nobody as for the PK-All-Loot-System. You can't overcome that so easily for everyone.
Sure some people are friendly and talk instead of letting their guns speak but thats just depends on every players real character.

I don't even trust the guys in NCR asking for hunting together as i think they gonna kill me the moment my HP are low enough.
We had the situation with a guy helping us in one encounter and the next encounter when some stupid guy of us attacked a caravan the nice guy from before stood there with his pockets full of plasmanades waiting for us to die, killing the caravan himself and loot them AND us.

There are too much egoistic assholes in the game that use the game mechanism for their advantage. Can't change that without overthrowing game mechanism itself and thats a whole different far bigger story which cuts the community in half and in the end, is devs' decision.
Logged

avv

  • Offline
Re: Whole bunch of suggestions and not only. A Game Review of sorts.
« Reply #3 on: October 29, 2010, 10:41:28 am »

Greetings!

Greetings to you too. Read the forum rules first please. It's pretty much impossible to discuss 5 differend subjects in one thread.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Whole bunch of suggestions and not only. A Game Review of sorts.
« Reply #4 on: October 29, 2010, 01:25:42 pm »

Some of this is currently already in discussion, other things are worked on.
Quote
TO DO:
- Overhaul of the npc factions: Domination Wars, Factions Scenarios.
- Overhaul crafting to use Blueprints and fixed Workbenches
- Add an "Anti Crit" feature.
http://fodev.net/forum/index.php?topic=8618.0

2.
There are more character types than just PvP and crafters.
They might be the most common, we're certainly not limited to them.

3.
There are loners in every MMORPG.
Playing in groups is not what an MMO makes an MMO.
Playing with or against other people and interacting with them is what makes an MMO and MMO.

Big issue as far as new players are concerned is staying (too) close to guarded cities.
That's the consequence of the current starting system.
IMO we should start at a random place on the map with no items at all.
This probably means people get themselves killed to get to the nearest spawn, so perhaps we should start at random at 1 of the spawnpoints.

More quests? Yes!
Both for loners and for groups.

4.
Plenty of suggestions and threads about economy already.
Even on the 1st page of this forum.

5.
Right now it's unclear who has copyrights. For the moment Bethesda has them, but Interplay started a law suit stating that Bethesda broke their agreement and therefor the sale is obsolete.
« Last Edit: October 29, 2010, 03:00:43 pm by HertogJan »
Logged
Re: Whole bunch of suggestions and not only. A Game Review of sorts.
« Reply #5 on: October 29, 2010, 05:29:49 pm »

Greetings to you too. Read the forum rules first please. It's pretty much impossible to discuss 5 differend subjects in one thread.

Yep. Noone would discuss or read so loong and complicated suggestion. Try looking for similar threads or make only the most important suggestion and make it small. ;-)
Logged
Kill them all and let the god sort them out.
Re: Battle system suggestion.
« Reply #6 on: October 31, 2010, 12:51:07 am »

Edited post, left only the main suggestion as the others would be long to develop anyway.
Logged
Re: Battle system suggestion.
« Reply #7 on: October 31, 2010, 10:57:06 am »

ok after editting this system is total nonsense. Absolute bender for straightener. Real time is simulation of real-time combat, turnbased is slower simulation of realtime combat. Making realtime simulation of turnbased cobat which is simulation of real time combat seems very silly to me.
Logged
Kill them all and let the god sort them out.

Cocain

  • Your already dead
  • Offline
Re: Battle system suggestion.
« Reply #8 on: November 01, 2010, 01:33:59 am »

nonsense is the fact that theres 2 combat system in a game.. theres no argument possible to defend a system that divides players

i like the sugestion

anything that sugestes making a single combat system have my support
Logged
Aku Soku Zan

avv

  • Offline
Re: Battle system suggestion.
« Reply #9 on: November 01, 2010, 03:03:21 pm »

The current real time where we simply regen aps isn't all that bad. It has just some problems like targetting, luck, randomness and lack of tactical options. Having 6 secs cyclic turns wouldn't help at those issues, it would just balance the running and shooting but this can be made by changing running speeds and action point regen rates.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Cocain

  • Your already dead
  • Offline
Re: Battle system suggestion.
« Reply #10 on: November 02, 2010, 06:36:11 am »

The current real time where we simply regen aps isn't all that bad. It has just some problems like targetting, luck, randomness and lack of tactical options. Having 6 secs cyclic turns wouldn't help at those issues, it would just balance the running and shooting but this can be made by changing running speeds and action point regen rates.

i disagree.. this combat system gives more importance to equipement\luck\build than skill to determine a winner

its problably the worst combat system in a MMO
Logged
Aku Soku Zan

avv

  • Offline
Re: Battle system suggestion.
« Reply #11 on: November 02, 2010, 09:17:26 am »

this combat system gives more importance to equipement\luck\build than skill to determine a winner

But I just said that:
Quote from: avv
It has just some problems like targetting, luck, randomness and lack of tactical options.

What is good in combat was the way action points are regenerated in real time.

Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Cocain

  • Your already dead
  • Offline
Re: Battle system suggestion.
« Reply #12 on: November 03, 2010, 04:15:44 am »

dunno if ap is a good or bad influence on combat system

i do know character creation page is a huge obstacle in this game and some of the stats work against the flow of the game
Logged
Aku Soku Zan
Re: Battle system suggestion.
« Reply #13 on: November 03, 2010, 04:31:49 am »

Maybe it would be better if AP just regenerated when they were called by action to do so, speed determinated by total amount of AP, the speed of this regeneration would be overally increased in comparence to current regen speed. Would make more sense then superman sonic speed everybody has currently (the AP is fully loaded at the start) and then suddently they all stop and look into a wall for 5 seconds.
« Last Edit: November 03, 2010, 05:15:12 am by kttdestroyer »
Logged

avv

  • Offline
Re: Battle system suggestion.
« Reply #14 on: November 03, 2010, 12:50:17 pm »

Maybe it would be better if AP just regenerated when they were called by action to do so, speed determinated by total amount of AP, the speed of this regeneration would be overally increased in comparence to current regen speed. Would make more sense then superman sonic speed everybody has currently (the AP is fully loaded at the start) and then suddently they all stop and look into a wall for 5 seconds.

Correct. This would be the ideal way. It would have certain problems like people running away when noticing they're being targetted but there are solutions for that.
What I'd like to point out is that agility shouldn't be the only factor to determine speed of ap regen. For example being very strong would give bonuses to turning and shooting heavy weaponry. You don't handle machineguns with agility, but with strength.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Pages: [1] 2
 

Page created in 0.138 seconds with 23 queries.