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Author Topic: Drastically shorten the Turnbased "per round" timer  (Read 2519 times)

Surf

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Drastically shorten the Turnbased "per round" timer
« on: March 01, 2011, 07:54:41 pm »

Just thought I put that out here for brainstorming.
One of the reasons for so many people to dislike Turnbased Combat in FOnline:2238 is that it just takes long long long.
And I agree with that,30 Seconds per Turn is really way too much. If you don't sit infront of your computer doing some other things, 10 seconds, hell even 5 seconds per turn would be more then enough imo. With a shorter timespan Turnbased would be much less of a hassle, people wouldn't alt tab out of the game to wait for the blinking icon in toolbar and would watch the fight instead as it's much faster paced. This way we'd have a quicker response to everything, with the benefits of Turnbased, call it Semi-Realtime then, but that's just a word of course.
Re: Drastically shorten the Turnbased "per round" timer
« Reply #1 on: March 01, 2011, 07:57:50 pm »

Right. Something beetwen 10 - 15 seconds would be cool.
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Haraldx

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #2 on: March 01, 2011, 08:02:08 pm »

Even 20 seconds would be better! Heck, sometimes enemies in encounters get bugged and just wait that half-minute. 5 seconds isn't enough, to shoot, change weapon and shoot again requires already 5 seconds because of the animations, not even talking about those mad guys with 14 AP that need about 10 seconds to waste them all on just moving.
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cogliostro

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #3 on: March 01, 2011, 08:10:34 pm »

So true, and there is something with NPC, critters, that when you get surrounded by them, the ones who not have virtually the chance to be next to you and hit you manually, like the geckos, glow crazies, get stuck until they lose the turn and that's too much to wait for. 
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #4 on: March 01, 2011, 08:22:35 pm »

I also dislike the fact there's no sound to signify the beginning of your turn. Just that little 'blip' when combat starts would be nice.
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Surf

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #5 on: March 01, 2011, 08:26:59 pm »

I also dislike the fact there's no sound to signify the beginning of your turn. Just that little 'blip' when combat starts would be nice.

For some reason the engine doesn't recognize/read these sounds from master.dat , I have no idea why. I "outsourced" them and put it in my folder and there it works. Same goes for many many other sfx too. :/

pistacja

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #6 on: March 01, 2011, 08:38:42 pm »

I've got 12 ap and I'm using a rock for 1ap hit... Using unarmed attacks I need 5sec just to pick the attack mode I want... The info on enemys is displayed so slow that it takes 3-4 sec per target if you don't have awarness... By picking my targets and simple tactics I can fight centaurs, floters and deathclaws in TB... in RT two ghules own me...
So you want to take away my style of playing just to save 10 sec?

Cut the time for NPC or make them move at 300%speed, fix the AI timeout...or make it like FT pushing end combat turns RT combat on.
A 10 sec turn or is like cutting TB.  
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #7 on: March 01, 2011, 08:46:33 pm »

For some reason the engine doesn't recognize/read these sounds from master.dat , I have no idea why. I "outsourced" them and put it in my folder and there it works. Same goes for many many other sfx too. :/

Oh wow, really? What are the others?
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Graf

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #8 on: March 01, 2011, 08:49:18 pm »

Cut the time for NPC or make them move at 300%speed, fix the AI timeout...or make it like FT pushing end combat turns RT combat on.
I'm totally agree with that. I remember back in the days FT (or even F2 maybe, I'm not sure) had such feature with making enemies move faster during their turn. It was very very helpful. So why not to implement such feature in Fonline? If it's wasn't added to engine yet, then someone could talk to Cvet (at #fodev on irc). Normally, he's making everything to make the game better.

P.S. Concerning the time of turn. Maybe some of developers could make a script, which is making some kind of playing style statistics? And according to this it's making a decision about the time necessary to player for making a turn.
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Surf

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #9 on: March 01, 2011, 09:04:20 pm »

Oh wow, really? What are the others?

Practically all knobs and buttons in game are silent, while the files are there (higher/lower special stat, click on button/remove button), raise skill on levelup arrows have soundfiles, many many "deathscreams" are silent, rat squeeks/other animal sounds, almost every item has a sound when picked up from ground etc etc. There's really a whole bunch of them.


I'm totally agree with that. I remember back in the days FT (or even F2 maybe, I'm not sure) had such feature with making enemies move faster during their turn. It was very very helpful. So why not to implement such feature in Fonline? If it's wasn't added to engine yet, then someone could talk to Cvet (at #fodev on irc). Normally, he's making everything to make the game better.

Yep, there was a slider for combat speed.

Quote
P.S. Concerning the time of turn. Maybe some of developers could make a script, which is making some kind of playing style statistics? And according to this it's making a decision about the time necessary to player for making a turn.

I don't think that an extra script is needed, we could do it on some test where the average speed players do their turns (with different builds) is measured.

Re: Drastically shorten the Turnbased "per round" timer
« Reply #10 on: March 01, 2011, 09:27:34 pm »

It's fine as it is except bugged NPC's, critters.
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JovankaB

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #11 on: March 01, 2011, 09:28:41 pm »

I think it would be the best if length of turns depended on number of players in encounter. For example to make all rounds last one minute (for fights up to 6 people):

1 player - 60 seconds
2 players - 30 seconds
3 players - 20 seconds
4 players - 15 seconds
5 players - 12 seconds
6 or more players - 10 seconds


so hunting in TB in small groups could be still "tactical", in larger groups people would have to act faster. There could be a limit, like more than 12 players when TB is automatically switched to realtime.

Also there should be visible queue info, who is moving next, so you don't miss your turn.
« Last Edit: March 01, 2011, 09:33:03 pm by JovankaB »
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Re: Drastically shorten the Turnbased "per round" timer
« Reply #12 on: March 01, 2011, 09:34:07 pm »

Well, if you group up then you ussualy talk with others during TB combat or just comment, advise stuff, sometimes even 30sec isnt enough. The problem i see with TB is ending it, it sometimes just take too long for players or NPC's. Otherwise the Jovankas suggestion isnt that bad.
« Last Edit: March 01, 2011, 09:46:58 pm by None »
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Surf

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Re: Drastically shorten the Turnbased "per round" timer
« Reply #13 on: March 01, 2011, 09:37:01 pm »

....

This sounds really good. Wonder if this is possible somehow..
Re: Drastically shorten the Turnbased "per round" timer
« Reply #14 on: March 01, 2011, 09:40:24 pm »

Still would be best to remove TB completely.  :)

But yes, it would be a good improvement if timer was reduced to lets say 15 or even 20 secondes. Maybe enabling run mode while in TB would save lots of time too, without affecting the timer.
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