Other > Suggestions
Action point regeneration.
RavenousRat:
--- Quote from: T-888 on October 27, 2011, 11:05:03 PM ---Unarmed of melee weapons shouldn't ever be as powerful as a gun , they were exceptionally weaker in all fallout series so i don't see the point of changing that. Read my previous post i told it how it could be somehow balanced.
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They shouldn't be powerful if they don't consume resources and don't deteriorate (spears, knives, etc.), but unarmed/melee weapon which deteriorates and has ammo could be compared to ranged weapon.
--- Quote from: T-888 on October 27, 2011, 10:40:33 PM ---About unarmed characters , the solution is to increase the range witch they can hit a target and or decrease the actions points of enemy target when hit by unarmed or a melee hit therefore balancing this feature. Would make it interesting if an unarmed character gets into range he could still chase, regenerate action points and hit. Even more variation in combat.
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Force Ki Punch on 5 hexes? Magic ass kick on 10 hexes? I don't understand.
About "decrease AP when hit with unarmed/melee", you 1st need to reach him.. he would simply run away from you, ok, you hit him once, then while you'll play your punch animation, he'll be far away from you on >2 hexes and you will never do it again.
Also I can understand your AP regeneration while moving. I once was making one shooter/arcade map for wc3, the combat system was almost similar to current FOnline. We were testing with friend fighting with each other, and we noticed that it's really boring and looks stupid to stand on one place and wait till APs regenerate to fight again, it looked so retarded that I made what you right now suggested, regenerate APs on decreased speed while moving, there it worked, because ranged characters had much less movement speed than melee, here in FOnline, everyone moves at the same speed. You suggested to make melee/unarmed not melee, by increasing thier range? What is it then? Short ranged infinite-ammo snipers?
T-888:
--- Quote from: RavenousRat on October 27, 2011, 11:18:46 PM ---They shouldn't be powerful if they don't consume resources and don't deteriorate (spears, knives, etc.), but unarmed/melee weapon which deteriorates and has ammo could be compared to ranged weapon
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Melee weapons are called melee weapons for a reason it is meant for close combat the same goes for unarmed , so your argument is in denial with itself. So it deteriorates and has ammo how it makes it the same as a sniper rifle or avenger minigun , does your ripper or arm shoot bullets ?
--- Quote from: RavenousRat on October 27, 2011, 11:18:46 PM ---Force Ki Punch on 5 hexes? Magic ass kick on 10 hexes? I don't understand.
About "decrease AP when hit with unarmed/melee", you 1st need to reach him.. he would simply run away from you, ok, you hit him once, then while you'll play your punch animation, he'll be far away from you on >2 hexes and you will never do it again.
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I said specifics can be discussed not trolled.
At least 1 or 2 hexes increased range could do the trick fine. About reaching the target it is the same issue as right now , while the punch animation is made he won't get very far don't over exaggerate , if he wants to shoot again he has to stop and you will be able to hit him again , you over exaggerate again it won't be " never again ".
Maybe unarmed , melee hits could force targets to walk only for a period of time. This for forcing players to walk when hit by unarmed or melee hits , could be implemented without this suggestion.There is a solution for everything ALWAYS , only sometimes it is easier to think of it.
--- Quote from: RavenousRat on October 27, 2011, 11:18:46 PM ---You suggested to make melee/unarmed not melee, by increasing thier range? What is it then? Short ranged infinite-ammo snipers?
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Already explained and found a solution.
We can find solutions and ways how to balance and make this game much more better if we discuss not only deny , when the fuck , people will understand that.
Cold_Fusion:
--- Quote from: RavenousRat on October 27, 2011, 10:47:46 PM ---I think removing APs while moving is much better ^_^ And Bonus Move perk could affect it somehow in RT.
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Yup, it would finally make HtH combat somewhat balanced.
With Bonus move "yellow" action points regenerating separately and being used for movement only, so that even when normal ones are used up, these will enable movement and also these being used for movement first, before normal ones. Doesn't seem hard to implement, since every 2 "yellow" APs regenerate only once per turn and are independent from total APs, so they always have the same regen rate.
(I know I'm repeating myself a lot within those couple sentences, just wanted to make my point of view clear for everyone).
;)
LagMaster:
how about a new AP bar, called movement bar. if the MP bar has MP in it the AP bar recahrges normaly, if it is deapbled by moving/ running and the AP will not recharge
the max MP can be determinated by END, so 4 end snipers will not be able to shot and run like a 10 end BGner tank
and here some use to bonus move perk
avv:
Long range fighters would benefit most for sure because they would get few free shots if there's enough room to keep running. Unarmed would be even more pointless but it's already pointless beyond saving.
In the end ap regen while moving wouldn't be that big deal, it would mostly affect small group and rambo pvp anyway.
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