Other > Suggestions
Action point regeneration.
Johnnybravo:
Also take note that if you implement only regeneration while moving, but keeping the same movement speed, critters with high amount of APs like Death Claws will still not be more dangerous, while useless vermin like rats will still be very fast compared to their agility. But high movement speed might make action points way too important, because they will get huge non-combat value.
T-888:
--- Quote from: Johnnybravo on October 29, 2011, 11:53:51 PM ---Also take note that if you implement only regeneration while moving, but keeping the same movement speed, critters with high amount of APs like Death Claws will still not be more dangerous, while useless vermin like rats will still be very fast compared to their agility.
--- End quote ---
How action point regeneration while running should affect running speed ?
The bold part says how it is now , i don't see how that is related to regeneration AP while running. There have been other suggestions that touches the concept of some features like perks or something else affecting the actual movement speed of your characters ability to run faster. Different stuff i can't recall precisely and i don't think i should.
Johnnybravo:
There are several possible ways to handle action points per movement.
In TB, you will move 10hexes for 10AP + whatever perk bonus you have.
In CTB movement does not work that way. If you had no regeneration per movement like currently, you emulate AP cost. Faster movement would result in less time used for movement, and thus emulate more action points available with all consequences.
If you instead regenerate some AP when moving (harder to tune, because something must be default value, and people with less AP than that should even spend AP on moving :S). And you do not have full list of advantages that you have in TB either - because everyone will be moving on same speed, it is not possible to create or cut distance, even though one of the character has higher amount of action points. But it will not change game outside combat - and it will for sure make low AP characters annoying to play.
T-888:
--- Quote from: Johnnybravo on October 30, 2011, 01:19:09 AM ---There are several possible ways to handle action points per movement.
--- End quote ---
The thing is actions points per movement are already in TB , only the thing is you can't make each action point spent on movement make you travel further as it would seem to be faster in RT , as you stated before. But were talking about RT at least for regenerating action points while running , i don't want to get mixed up.
--- Quote from: Johnnybravo on October 30, 2011, 01:19:09 AM ---In CTB movement does not work that way. If you had no regeneration per movement like currently, you emulate AP cost. Faster movement would result in less time used for movement, and thus emulate more action points available with all consequences.
--- End quote ---
It would be in that case if there was regenerating action points while running and action points per movement implemented in RT.
I think i misspelled i wanted to ask you why not how regenerating actions points while running should need to affect running speed or be related to movement per action points in RT ?
Not if both features existed simultaneously. :) sorry for my error , still interesting to read.
Damn how am i tired to write " regenerating action points while running ", i think i will regenerate action points while running when i am gonna sleep. ;D
Chrupek:
Dont get me wrong T-888, its still about YOUR suggestion, not offtopic.
I think that AP regeneration while running wont work correctly. Because different characters, need running for very different purposes. BG tank, need running for getting in 1-3hexes from target. In opposite, sniper characters, doesnt need running, until they're in that few hexes from bursters. Comparing only those two black/white characters, your suggestion drastically change balance between sniper vs bgner.
There are some HtH characters too, which would definately benefits after your suggestion will be implemented (still only 1v1), but its minority.
The main result would be chaos, and imbalance. Even more important END (just get shitloads of HPs, 2x toughnesses and run through battlefield).
Which i think is not good at all.
But this could be step in good direction if you allow some tactics in combat. For now, walking is completely useless in RT. We have no option, in case of movement. every char just runs, because it costs nothing. If APs could regenerate while WALKING, and doesnt regenerate while RUNNING, this could work. This could give bonus for chars in good position, and nerf running-around-bursters.
This is even more logical, than your suggestion. Because, if APs are regenerating while youre moving with heavy stuff, there should be no APs at all. But if you have bonus while moving slowly, somekind of sneaking, you can 'focus' on your target and perform another shot. While youre running, i think, you cant properly focus, on battlefield, and you just looking for cover.
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