Other > Suggestions

Action point regeneration.

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avv:
Chrupek if aps regened while running and walking it would mostly have impact on 1vs1 combats. In bigger scale fights group consistency wins and that can't be achieved by running around.

T-888:

--- Quote from: Chrupek on October 30, 2011, 09:05:41 AM ---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.

--- End quote ---

What are you talking about , it will work correctly and everyone runs for the same reasons engaging enemy , retreating , changing position etc. etc. everyone will have this utility , everyone will have advantage while , retreating , chasing actions that requires you to be on the move , in this case they will regenerate some extra few action points witch wouldn't be such a big deal to drastically change the balance of current weapon system , no matter what build.

It more like seems you have problems with the current balance system rather than my suggestion. Take it somewhere else not here.


--- Quote from: Chrupek on October 30, 2011, 09:05:41 AM ---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.

--- End quote ---

No.

One of the reasons i play 2238 is because i can still shoot someone in the head and then run , i don't want pvp here to end up sluggish like in other projects. Simple.

It's not tactical to be slow(don't mix up being careful two different things) , in any fucking way :)

Johnnybravo:

--- Quote ---If APs could regenerate while WALKING, and doesnt regenerate while RUNNING
--- End quote ---
Action points are kind of time units, not the level of your stamina. It makes absolutely no sense to get them from walking. Again check out TB, if you are crippled, it costs you more action points to move just one hex.

Chrupek:
I have no problems with fonline. I think you have problems with reading other point of view. I made this clear, read until u get it.

If your suggestion wont make big difference (as u state), why even consider that? Just for fun of your creation?
Well it make difference, and since the difference is different to different chars, it brings inbalance. No matter how harsh u deny that.

Why not stamina? Its related, because big guns consume more APs than pistols.
APs are hard to define, but regenerate them while running is completely out of any logical in fallout universe. It will bring retarded rushes, and close fonline to hack'n'slash games. Its good as it is. Not perfect, but good.

Johnnybravo:
Sorry but you're either complete moron or you have not played Fallout.
There was NO realtime/CTB mode in original game, thus to move you had to spend 1 action point per hex moved (and if you had your leg crippled it was 3AP per hex IIRC).
Again this is what it means for realtime if realtime is supposed to play the same as turnbased/original:
Action Point would be defined as AP=Actions/Time. Time is in turns, actions are various - so for example 1AP might be 0.2shots per one turn, or 1 hex per one turn.

Now in realtime there is no such thing as turn, but it still uses rules from turnbase game, so developers might state that for example turn passes every second in realtime. That would mean every second your action points would regenerate (that means for 10AP build, it would be 1AP per 0.1s, for 20AP build, it would be only 0.05s per AP).
But every regenerated AP is still action per time - what was previously 1 hex per one turn, will now be 1 hex per one second, for 10 AP character it would mean 10 hexes per second, for 5 AP character only 5 hexes per second, for 1 second turn that is.

Currently however, you receive nothing when you are moving, no matter how much action points do you have. That means in former case everyone would move say 10 hexes per second. So obviously, builds with more than 10 action points would have disadvantage in realtime mode, while those with less than 10AP would benefit from realtime.

Regeneration makes less sense, because it addresses only a part of this RT/TB mode parity. That means if you regenerate or spend AP when moving, you allow characters to do the same actions per time in RT, but do not grant them positional advantage when they 'use' all their AP on moving.
But still, imagine again situation where turn is 1 second. Now character with 10 AP would be considered neutral for example (but ideally it would be the lowest amount of AP you can have, see later). If he moves, his action points do not regenerate. For character with 20 action points, regeneration would take those default 10 action points, and he would still regenerate 10 action points per turn (that is in this case one second). That means per one turn he could shoot twice and move 10 hexes. While the other guy could either move 10 hexes or shoot twice. Now anyone with less than 10 action points would need to lose the missing amount of action points per second of running (eg if he has 5 action points, after the second of running they are all drained, and he must stop, otherwise he would be performing more actions per turn than his action points would allow).
Bonus movement would still work, because for example guy with 10 AP and 2 extra movement points would regenerate 2 action points per second when moving.

And last thing. It's just retarded to balance around anything else, because that way it will ALWAYS alienate TB rules to RT mode.

It is NOT possible to implement sequence realtime without stopping players for a while, and would be probably better to remove it from TB as well by making TB turns simultaneous (eg. every player in turn based would play at once, but once they spend their action points they cannot play until every other player ends turn as well).


EDIT: by the way to achieve perfect balance between TB and RT (without sequence), action points would need to be REMOVED from RT (instead shooting would take some time before it's completed, so while you spend 5 AP on your shot, your enemy can travel 5 hexes), but as far as I understand engine is still kinda limiting in this aspect.

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