First of all, thanks to all who participating in discussion. Because TOGETHER we can develop very interesting combat system.
All true,we need a more tactical combat system, but I doubt it can ever work in TB, or even with this suggestion (as was already explained by Crazy).
With all respect, Crazy did not mention anything that makes such system impossible. Let me explain it further.
Not quite, the 10AG character has a faster AP regeneration, and can "do more" with his AP.
Yes, but it as agile as 1AG bruiser, considering MOVEMENT
in your suggestion running snipers (who dont need such mobility) suffers, while BG/SG does not (and they are running ones), which is totally nonsense, as it in fact does nothing but anger you...
Snipers already has their advantages - deadly on long range, pretty nice chance to DISABLE BG.
And in any tactics snipers need to be covered or unreached by enemy infantry. \
That would give both movements advantage and disadvantage.
Running and walking will have disadvantage - see AC bonus and CtH penalty.
Not sure still I got your point, appreciate if you will explain it further. Thank you.
They are not in combat, nobody can shoot them... Or all map is in combat every time someone shoot? NCR will be soooo good....
And what you do about the guy not in combat mode who rush you to burst you at point Blank? Or once all ennemies snipers are in combat and spent their AP, you make your big gun rush them, and burst as soon they're in range.
Crazy, thank you for really GOOD questions. Because answering these smart questions we can figure out perfectly interesting combat system.
Let me explain.
First of all, not all the map at combat once somebody shot.
Second,
Round timing is 1 for all combat participants. I think 1 timer for all location, to make sure everybody's AP regeneration is synchronized and happens according to sequence.
Third, when
entering combat, your BG will not shoot immediately. You will enter combat mode and with beginning of new round you will gain your AP, with delay according to your sequence. And by the way, if you are not in combat yet, you don't know when exactly those bunch of sniper will shoot, as you don't see yet the timer.
4th, better not leave bunch of snipers uncovered! (tactics, man!...)
By the way, I believe 30 sec will be unnecessary, may be 20 or 25 sec per round will be enough.
As for running in combat, we can go even further! We can limit running, according to Char characteristics. I think running capability should depend on ST.
I got 2 ideas how to do that:
1)If you are carring more that 50% of your capacity, you cannot run. Makes sense. ST will be more important for STORMTROOPERS.
OR
2)Number of HEX you can run in combat is 2xST. So 1ST jet junkie sniper 12 AP can use runnig only for 2 hex (and get 2 bonus move).
Maximum movement for him = 2run+2bonus move for that + 10 AP = 14
BG 7 ST 12AP
Maximum movement for him = (7x2=14) 12run+12bonus move for that = 24
Imagine this choices -
more EN or runnig in combat?
More AP or better Sequence?
Also, would be cool to upgrade Dodge perk, giving +10 to AC instead.
So there will damagers. Not so fast in movement, but high seq, brd and so on. And tanks, HP, good runnig, dodging.
More variety to build, combat more tactical.
And this will add also TIMING aspect to your tactics
When to move or shoot? as soon as i got my AP. or to wait a bit, to make sure enemy moved and I can run safe?
You would better make TB simultaneous rather than breaking RT.
WAY BETTER TO HAVE 1 COMBAT SYSTEM SUITABLE FOR ALL - TC, farming whatever.
And please, don't be so pessimistic about implementing new combat system. I think there's a lot of PVPer on server.
May be someone tired of having the same RT combats and want to have more depth in build and diverse tactics in combat?
And if this combat system is smart as TB and almost as fast as RT?
Together we can design all the details and come to developers with true tactical combat system. Thank you for your attention.