Other > Suggestions

"Realtume Rounds Based" Combat

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Doctor Eex:
I'm pretty sure that something like that was suggested already. But please read carefully.
 It's a very simple idea and I would like to share it with you, my dear wastelanders.
I'm "old school" fan of Fallout 1,2 and like TB combat mode. RT is evil IMHO that we have to have ) to make 5 vs 5 or 10 vs 10 or 20 vs fights without getting old during 1 fight.
So many discussions about "turn based" vs "real time"

What is already discussed:
1) Fonline aspects (SPECIAL, AP, perks, interface and whatever) is not so great for RT. Many people love this game and hate RT. Because it's:
a)require mouse skills - to click exactly on running target
b)looks like CS 2D
c)it's pretty uncomfortable to reload, change weapon, use chems with current interface.
d)not so rich tactics. Run, 2 bursts, run-n-hide, reload, use SS and repeat.

2) Classic TB is bad bad idea for multi-player PVP. More players - more time wasted.
30 secs for 1 player. Assume we have 20vs20 fight - 40x30 = 1200 seconds. 20 minutes. And whole town is frozen during that (remember NCR TB fun??)
Was offered several times - system with TB plannig, then play action after end turn. let's say 30 sec for plannig - and few sec to play all actions. Nice idea, but requires HUGE engine change, so hardly possible.

What am I offering now - change RT to following rules:

1)All fights goes in RT mode. TB disabled.
2)To move, you spent AP
3)AP one by one regeneration is disabled. All AP is regenerated at once with start of new round. New round starts in 30 sec. So each 30 sec full AP regenerated.
So each turn last 30 sec (or less if all made actions|pressed end combat)
4)full AP gain happens with delay, depending on character SEQUENCE Maximum sequence = no delay and so on.
5)If your char is not in combat mode (not attacked or attacking) - you can run free. So no frozen towns during fights.
6)End combat cooldown is more than 10 secs.
7)Running in combat is possible. You can run twice fast then normal walking. I doubt game engine allows to spent 0,5 AP on each hex, so movement is scripted this way:
Lets say you have 10 AP. You want to make 1 14mm pistol  shot in the eyes (cost 5AP with BROF) and run to cover in 10 hex from you.
You make shot, 5 AP left. Then you RUN 5 hexes (0 AP left) and get 5 bonus move points (as you used running mode) and spend them.
To balance  this running, and make assaults possible, if character used running mode during this round he gets:
+20 AC class till the next round (running target is harder to hit) for any ranged weapon. (A benefit for melee and unarmed fighters)
-40% penalty for chance to hit with ranged weapon (you ran and you weapon is swinging) (Once again, a boost for melee-unarmed)
This can be modified with some perks in future

What we will get as result - All benefits of real-time, advanced tactics, usefulness of bonus move, earlier sequence without TB drawbacks (Each round lasts max 30 sec!).
And it's not so hard to implement, I believe (expect running scripting)

Honestly - it's ridiculous that 1AG bruiser char as mobile in combat as 10AG jet junkie.

As always, Dear developers, first of all I'm interested in your opinion


Graf:
I'd love to play in such mode. Though, I don't believe that it will be ever implemented, because it requires a lot of scripting, while there is a very few scripters among developers.

Doctor Eex:

--- Quote from: Graf on March 18, 2011, 01:55:49 PM ---I'd love to play in such mode. Though, I don't believe that it will be ever implemented, because it requires a lot of scripting, while there is a very few scripters among developers.

--- End quote ---

All that need to be done at first stage (we taking existing RT):

1)spending AP on move in cmbt mode
2)refreshing AP each 30 sec + delay depending on sequence
Than some testing. I think many volunteers are ready for that.

Running can be scripted at stage 2

However I'm 0 at FOnline engine and scripting. So I want to hear developers comment on that.
I think this idea is very good compromise between RT and TB and a way to develop combat somehow.

And no more TB traps with 1 pk shooting 4-6 times on you :). You can fight back.
And still you can make maneuvers in city ruins. And no more 1 vs 5 or more farmable encounters. You want to fight a patrol? Get your friends with you.
Encounter will become much more dangerous (as it should) Oh, I want this system so bad.

Crazy:
Combat would be awfully slow. Max 6 shot per 30s (and with a pistol fast shot)? Come on...

Doctor Eex:

--- Quote from: Crazy on March 18, 2011, 02:45:47 PM ---Combat would be awfully slow. Max 6 shot per 30s (and with a pistol fast shot)? Come on...

--- End quote ---

If all combatants spent their AP (or pressed end turn), than start new round immediately. So not so slow. 30 sec is maximum
So it will be something like RT if all play fast. If not, kill that asshole first.

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