Other > Suggestions
How to make Sequence affect RT... again.
Johnnybravo:
I think after some simulations that sequence should work following way:
OOC ( out of combat ) everyone would be efficiently at max AP ( so it was true in original ), once combat is engaged, everyone except NPC or player who started it would begin to recieve AP from zero to their max. This first dose would be significaly faster than subsequent regeneration, and would be based on sequence.
This will emulate order of turns in TB system pretty well.
Another thing is AP per movement, it has to be implemented to make RT battles viable where currently only TB works ( so that you can exit in combat and NPCs, as well as get range advantage over melee NPCs and ranged NPCs/PCs with less AP than you have, because currently running away only negates AP regeneration which is same for anyone, so that you can't run further with more AP, and you can't force enemy to spend their AP by running away )
This might be for another thread, but it won't work without sequence.
Lordus:
The problem is, that sequence is determined by agility and perception. At this moment, where many pvp builds and weapons are well balanced, we will have to erase all progress and start from scratch. And why? Because some statistic originally created to choose which side will start fight in encouters only (if i remember it well, it was not in cities.. there you chose that by your trigger or by conversation option), is obsolete in real time. No, there is a lot of others things to be balanced and i dont see any benefit from this.
The second thing is, that fonline is derived from fallout series. Potentialy new players know fallout mechanics, but this one would be something completely new they dont know. The whole result of developing this project is to maintain fallout mechanism but also balance them into MMORPG, result should have been compromise so new players should find all things familiar but old fonline players should be satisfied with changes that improves playability.
Sarakin:
--- Quote from: Lordus on December 23, 2010, 01:05:46 PM ---The problem is, that sequence is determined by agility and perception.
--- End quote ---
In fact, its only 2x PE now. I was talking just about my idea, where sequence would be derived also from agility ( so people wont heavily favour perception while agility becomes less useful ).
RavenousRat:
--- Quote from: Lordus on December 23, 2010, 01:05:46 PM --- The second thing is, that fonline is derived from fallout series. Potentialy new players know fallout mechanics, but this one would be something completely new they dont know. The whole result of developing this project is to maintain fallout mechanism but also balance them into MMORPG, result should have been compromise so new players should find all things familiar but old fonline players should be satisfied with changes that improves playability.
--- End quote ---
Oh yeah, RT combat is so familiar to me from original Fallout!
Lordus:
--- Quote from: RavenousRat on December 23, 2010, 03:07:22 PM ---Oh yeah, RT combat is so familiar to me from original Fallout!
--- End quote ---
Read whole text first. The mechanism that you have some AP, you spend them and you cannot do anything more is same like in original Fallout.
BTW, how your sequence change will affect TB?
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