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Author Topic: Making unarmed a good skill  (Read 1449 times)

vedaras

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Making unarmed a good skill
« on: January 27, 2010, 11:23:57 pm »

Many people crying now that unarmed has no chance against ranged weapons so i thought of a feature that might help for those people.

To begin with, i know its just a game, but like in real life if you would fight someone with gun unarmed and you would get close to your target, he would really have difficulties aiming at you, because he would keep eating punches. So suggestion to this would be, if unarmed character (unarmed in this case is without a weapon, or with both knuckles and both powerfists or with any knife except throwing knife (ripper counts of course)) gets in distance from wich he can hit you and if you have any melee weapon except not knives (throwing knives doesnt count), or any ranged weapon except granades, you get a penalty to your aim. The amount of the penalty would be object for discussion, and the ability to give penalty while unarmed could be either given to all, or through a special perk you need to chose. What do others think about the idea?
« Last Edit: January 28, 2010, 09:24:58 pm by Lexx »
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Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Making unarmed a good skill :>
« Reply #1 on: January 28, 2010, 12:51:53 am »

Here's my two cents:

Unarmed is an awesome skill for trolling. All you need to do is come naked, find an unsuspecting victim, punch him in the face so he gets stunned and finish him off. 9 out of 10 times you die losing nothing, 1 out of 10 times you get full loot.

Now, you did use a realism based argument, so please consider it this way - when you connect, you stun, confuse and generally beat the guy up. When he connects, you die or start bleeding and then die in a short time. That's for open combat. When it comes to surprise attacks or even close range rushes from time to time the ability to put him down and take him out is there and really should be enough.

What unarmed needs the most I think is the ability to attack a target that is on the run, because right now when you click your adversary, your character starts walking instead of running - so you could outrun the assailant each time he doesn't stun you with his initial punch or kick. That should by all means be fixed.

vedaras

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Re: Making unarmed a good skill :>
« Reply #2 on: January 28, 2010, 06:31:00 am »

i fully agree with that, running when set to punch would be amazing future :>
Re: Making unarmed a good skill :>
« Reply #3 on: January 28, 2010, 03:32:56 pm »

That's what HtH Evade should be there for. But it doesn't work.

Basically, what unarmed needs is to fix the broken perks and the interface flaws. Only then we should consider adding new stuff.
Running issue is the most obvious. But also, having 8 different attack modes in one slot makes things very tricky when, for example, you want to switch from an aimed punch to a not-aimed punch. There should be an additional hotkey for switching item modes. Currently, N changes mode to a next one, what would be very useful is to have another hotkey to change to a previous mode. Let it be H for example.

HtH Evade, BHtHA, Bonus Move...

Bonus Move is an awesome perk for a melee char in TB, but completely useless in RT.
What if BM increased player speed in RT, by say +15%/rank? 30% might seem a lot, but not if we compare it to AP-based movement...
I'm curious what PvP-experienced players have to say about this.

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avv

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Re: Making unarmed a good skill :>
« Reply #4 on: January 28, 2010, 04:44:14 pm »

Having naked, super fast - super strong - super tough superman eating bullets and chasing people and punching the shit out of them doesn't sound credible or fun, except for the puncher. So instead of straight rushes, unarmed characters should rely on stealth and really pick their fights carefully.
Having ranged and melee characters play tag like in wow or warcraft 3 would be awful.

Bonus Move is an awesome perk for a melee char in TB, but completely useless in RT.
What if BM increased player speed in RT, by say +15%/rank? 30% might seem a lot, but not if we compare it to AP-based movement...
I'm curious what PvP-experienced players have to say about this.

Didn't it work like that in FO Tactics? 


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Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: Making unarmed a good skill :>
« Reply #5 on: January 28, 2010, 05:36:19 pm »

Bonus Move is an awesome perk for a melee char in TB, but completely useless in RT.
What if BM increased player speed in RT, by say +15%/rank? 30% might seem a lot, but not if we compare it to AP-based movement...
I'm curious what PvP-experienced players have to say about this.

I think it's ok to do that, especially if it was there in Fallout: Tactics. I mean it wouldn't affect group PvP at all aside from maybe some freak pursuit incidents after the battle is resolved. I'd feel sorry for all the Reno bluesuits if this goes in though ;D
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