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Author Topic: "Realtume Rounds Based" Combat  (Read 8392 times)

jan0s1k

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Re: "Realtume Rounds Based" Combat
« Reply #45 on: March 22, 2011, 11:18:36 pm »

Let's start repeating on rageman flame posts :)
It only you who flames or floods here.
I wasn't calling other people kids :)

You wrote something wrong. Learn and  keep your bullshit away from this thread please.
Why so angry? It was referring to bad stylish/etc

Yes, this is child talk here...
And it's definitely not my problem that some bunch of kids wants to farm falloutish things on falloutish maps and PWN falloutish bluesuits
"Talk" is between 2 persons, so you call yourself a child? Ah, so now I know why so much rage in your words..

My problem is - I want some changes.
it's only YOURS humble opinion. I believe only Rotators team actually knows what 2238 need and what don't need.
Frankly, to have a suitable RT TACTICAL system we and to forget about AP below things are needed:
Oh, really? So why you posts are only WANTS and requirements?

I want to improve game that I liked.
Again do you want?
Because I want to go further than 1 BG buid for RT and 1 BG build for TB.


1)Different stances and movement with bonuses and penalties to AC and CtH. Run walk, crawl...
2)Time to aim, different to different weapon type (BG - more time to aim, 2 handed SG less, 1 handed SMG - even less). Shoot immediately - WTF for RT. Play some RT squad tactics games.
3)Different firing modes - burst, snap, aimed, scoped.(with CtH and time to aim modifiers)
4)Different types of perception. (visual, acoustic, may be even infrared.)
5)Time to turn character (and his weapon! ) to another direction.
This is needed to make normal RT.
It's just stupid idea.... BG for example don't really need to aim, because it's usually shooting from 1-9 hex (which 9 hex is even too much as I thing). Next one, 2 handed SG less, why? did you ever read what you wrote? It's exactly same what is with BG, but there is one difference, you can aim, so why are you thinking, that it should have less time to aim -.- One handed SMG, I can even agree...
Different types of perception.As I wroted before, if you want to make Hello Kitty Online you have SDK for it..

If you want your casualty - o'k please dont flood here. One post like "I'm against because..." is enough.
No flooding here, please. Wtf is that for example:
Just reference to "how playing in FOnline is like", you have to click fast, not make another cooldown <.<


Read this again:

Doctor Eex, I know that you're suggesting real time rounds. I'VE READ THAT.
But they are still rounds  :'( And others will have to wait for the rounds' to end.

Hey, we are playing



Not



Am I wrong?

Yeah, but hey, we are playing

And the RT system is it's very own feature.
That's not

Neither it's


.
« Last Edit: March 22, 2011, 11:21:32 pm by jan0s1k »
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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #46 on: March 23, 2011, 12:10:20 am »

jan0s1k, whatever. Next please.

Quote
"Talk" is between 2 persons, so you call yourself a child?
Yes, definitely I'm a child because I'm trying to argue with kids  :P

Quote
. BG for example don't really need to aim, because it's usually shooting from 1-9 hex (which 9 hex is even too much as I thing). Next one, 2 handed SG less, why? did you ever read what you wrote? It's exactly same what is with BG, but there is one difference, you can aim, so why are you thinking, that it should have less time to aim -.- One handed SMG, I can even agree...

Aiming includes time to turn your gun to right direction, yes???
And BG is also Rocket Launcher.
Play some good RT squad tactics games, o'k ?

Anyway, go flood and over-quote somewhere else. Thank you!
« Last Edit: March 23, 2011, 12:11:59 am by Doctor Eex »
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Re: "Realtume Rounds Based" Combat
« Reply #47 on: March 23, 2011, 04:35:47 pm »

I almost missed this thread I like your idea Doctor Eex. I'm also part of those who like the TB combat better and I have to say that this idea sounds real good and would make some perk that do nothing in RT to function (bonus move), didn't see anyone mentioning this one.
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Re: "Realtume Rounds Based" Combat
« Reply #48 on: March 23, 2011, 09:52:06 pm »

I almost missed this thread I like your idea Doctor Eex. I'm also part of those who like the TB combat better and I have to say that this idea sounds real good and would make some perk that do nothing in RT to function (bonus move), didn't see anyone mentioning this one.

well, some chars have the exact amount of AP for shooting / bonus move making them better in TB

Some chars were made for RT, they not always have exact amount of AP for (for example) 2 eye shots, but have more AP so it recharges faster in RT

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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #49 on: March 24, 2011, 01:23:41 pm »

well, some chars have the exact amount of AP for shooting / bonus move making them better in TB

Some chars were made for RT, they not always have exact amount of AP for (for example) 2 eye shots, but have more AP so it recharges faster in RT



Thanks, captain obvious. And what?
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Stration

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Re: "Realtume Rounds Based" Combat
« Reply #50 on: March 24, 2011, 03:47:20 pm »

Basically, two factors decide if you win or lose a battle:

1. Number of players/mercs on each side,
2. Luck.

(I assume, of course, that both sides are equally well equipped, and they know the basics of combat)

It won't change, no matter what system is implemented.


Therefore: devising a new combat system is a waste of time, all the more so that what we have now works just fine.

Also: if you're eighty years old and your reflexes are insufficient for RT, I suggest you play chess instead of Fallout (and I'm not even joking).
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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #51 on: March 24, 2011, 03:54:42 pm »

if you're eighty years old and your reflexes are insufficient for RT, I suggest you play chess instead of Fallout (and I'm not even joking).

Epic fail. You don't need reflexes to play Fallout.

Quote
Insert Quote
Basically, two factors decide if you win or lose a battle:

1. Number of players/mercs on each side,
2. Luck.

(I assume, of course, that both sides are equally well equipped, and they know the basics of combat)

It won't change, no matter what system is implemented.

Oh yeah, may be developers just wasting time, balancing that or this. Lets make just count people on location and make luck roll.
We don't need neither Rt or TB, it's just waste of time. [/sarcasm mode off]

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Stration

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Re: "Realtume Rounds Based" Combat
« Reply #52 on: March 24, 2011, 04:06:27 pm »

a)require mouse skills - to click exactly on running target
Epic fail. You don't need reflexes to play Fallout.
Need I comment? There's some fail here alright, but it's not me failing.

Lets make just count people on location and make luck roll.
Not a bad idea, actually. Much better than the one from your original post, that's for sure.
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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #53 on: March 24, 2011, 04:28:02 pm »

Quote
Need I comment? There's some fail here alright, but it's not me failing.

Double fail man... Or  you're thinking you're playing Fallout here?  No, you're not.
Most of the time you are playing in MMO 2D shooter in Fallout setting. Especially if you participate in TC.

Quote
Not a bad idea, actually. Much better than the one from your original post, that's for sure.
No need to demonstrate your idiot-ism  here. My suggestion is to add "Fallout" in Fonline.
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Stration

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Re: "Realtume Rounds Based" Combat
« Reply #54 on: March 24, 2011, 04:47:19 pm »

Double fail man... Or  you're thinking you're playing Fallout here?  No, you're not.
Most of the time you are playing in MMO 2D shooter in Fallout setting. Especially if you participate in TC.

*sigh* If you want pure Fallout, play... Fallout (or Fallout 2), not F2238. TB is not meant for multiplayer, deal with it (...while being thankful it's still here).


No need to demonstrate your idiot-ism  here. My suggestion is to add "Fallout" in Fonline.

No, your suggestion is to make players unable to avoid your PK traps by only allowing one combat mode everybody has to use. Yes, sir, your motives are as clear as day to me, no matter how much effort you put into disguising them.

« Last Edit: March 24, 2011, 04:50:43 pm by Stration »
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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #55 on: March 24, 2011, 04:52:17 pm »

Quote
No, your suggestion is to make people unable to avoid your PK traps by only allowing one combat mode everybody has to use. Yes, sir, your motives are as clear as day to me, no matter how much effort you put into disguising them.

We got 1 rule in this thread - first read, then post. You don't read, just post bullshit.
With my suggestion "traps" become obsolete, you can always fight back, as no situation (like it is now) - first who attack wins.
Next, please
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Solar

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Re: "Realtume Rounds Based" Combat
« Reply #56 on: March 24, 2011, 05:02:24 pm »

Domination and faction scenarios will have fixed numbers on teams
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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #57 on: March 24, 2011, 05:05:21 pm »

Domination and faction scenarios will have fixed numbers on teams
Frankly, I'm waiting for those modes. I think it should be very prospective.
 
Could you please post some comment on suggestion? May be not as 1 for all combat mode, but as replacement for legacy TB?
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Stration

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Re: "Realtume Rounds Based" Combat
« Reply #58 on: March 24, 2011, 05:13:22 pm »

We got 1 rule in this thread - first read, then post. You don't read, just post bullshit.
With my suggestion "traps" become obsolete, you can always fight back, as no situation (like it is now) - first who attack wins.
Next, please

I've read through the thread, and your motives are so obvious that it almost hurts.

With your suggestion, traps will become much more successful, as everyone with low outdoorsman that steps on them will be sucked into them, and unable to escape, since you've suggested that combat cooldown should be increased to more than 10 seconds.

'Fighting back' is some kind of a sick joke, I presume? Surely a level 1 bluesuit will be grateful for the ability to hit you (or one of your over9000 mercs/teammates) for 0 points with his mauser before dying, except not really. Maximum griefing is your goal, just admit it already.

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Doctor Eex

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Re: "Realtume Rounds Based" Combat
« Reply #59 on: March 24, 2011, 05:16:40 pm »

I've read through the thread, and your motives are so obvious that it almost hurts.

With your suggestion, traps will become much more successful, as everyone with low outdoorsman that steps on them will be sucked into them, and unable to escape, since you've suggested that combat cooldown should be increased to more than 10 seconds.

'Fighting back' is some kind of a sick joke, I presume? Surely a level 1 bluesuit will be grateful for the ability to hit you (or one of your over9000 mercs/teammates) for 0 points with his mauser before dying, except not really. Maximum griefing is your goal, just admit it already.

Don't post nonsense. By the way, now in RT 1lvl bluesuit has about 0 chance to avoid trap. If it real trap.
Please don't answer. Thank you in advance.
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