Other > Suggestions
"Realtume Rounds Based" Combat
Crazy:
--- Quote from: Doctor Eex on March 18, 2011, 02:52:27 PM ---So it will be something like RT if all play fast. If not, kill that asshole first.
--- End quote ---
TB would be fast as well if everyone were playing fast. It's not the case either.
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.
No really, i don't think it could work.
Johnnybravo:
You would better make TB simultaneous rather than breaking RT.
That means everyone can play at the same time in TB mode, and their AP is reset when the last player ends the turn.
Problem is that it does not work with seqence...
Graf:
--- Quote from: Crazy on March 18, 2011, 03:01:44 PM ---you make your big gun rush them, and burst as soon they're in range.
--- End quote ---
How would you rush them, if there is a limited number of action points, and you are wasting 1 AP for moving each hex?
This idea would work very well, if it would be thought out well.
Crazy:
--- Quote from: Graf on March 18, 2011, 04:25:55 PM ---How would you rush them, if there is a limited number of action points, and you are wasting 1 AP for moving each hex?
--- End quote ---
They are not in combat, nobody can shoot them... Or all map is in combat every time someone shoot? NCR will be soooo good....
Imprezobus:
--- Quote from: Doctor Eex on March 18, 2011, 01:48:43 PM ---PRETTY COOL SOUNDING THINGS HERE
and then some... stupid... suggestion
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)
--- End quote ---
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...
much more wise it would be to put walk on 0.5 AP/hex so you could move somewhere slow, but far; and 1ap/hex for fast but shorter running. With 10 AP you could walk slowly 20 hexes or run in fast way 10. That would give both movements advantage and disadvantage.
anyway this is not going to happen I think :(
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