Other > Suggestions
Turn Based Combat - Action Points
ToxiCAVE:
And think about tb traps. They will just turn on combat and skip turns to multiple their ap.
mrbrain30:
@codave,toxiCAVE
It's sounds the same but is isn't. With your idea we can have one man walk 16 hexes in one round! It's like he would move twice as fast as he normally would.
My idea doesn't add up APs in a sense, because all you do is moving your action into the next round and have the AP loss penalty. You can't stock up your AP to have more move or other stuff going on. Instead your act would be continuous.
Imagine a scale:
........|........|........|........|
You have 8 AP and the lines are the rounds. When you reach 5, you left with 3 more AP. Next shoot req. 5 AP again, but I can't shoot because it says "no sir, 8 AP per round".
-->
- Let's not forget that rounds represent 10 sec time segments (well it could differ but in most table-rollplaygames it is the standard - basically this is a RPG with a table game system its just that a computer does the calculations instead of you). -
-->
So If we look at the scale from here you can see that you break the continuous flow, because you can't have your act done where you clearly will have the time. In the current system you have these rounds but without connection to each other. They are all separated existence which I have a problem with. I want to connect these rounds.
I hope you understand what I mean. Anyway...
@falloutdude, yoz
Maybe because big guns were always an OP thing in the fallout universe, think about FalloutTactics and all of the F series. It's not the AP system's fault, they are simply OP.
But just to clear something, 7AP to shoot a minigun -2AP from fast shoot If I'm correct. That means 5AP to shoot once, 10AP to shoot twice.
If My character happens to have 12 AP on default, it means I can shoot 2 times, and the 3rd would take my remaining 2AP. Next round starts me losing 3AP and there goes my 3rd shoot. I have 9 AP in the 2nd round. I shoot once, remains 4AP. Then my next shoot goes to the next round, -1AP from next round. 3RD round I have 11AP and I shoot once, then twice more and left with 1AP. There, you can only shoot 3 times in the 3rd round.
In total you shoot 7 times till your 3rd round ends. If you calculate it with the current system you can have 6 shoots till 3rd round.
So it means you gained 1, ONE plus shoot till 3 rounds.
(To simplify things just do this calculation -> 36/5=7 and 1 remains | contra the current system where you have 3 times 12, which means you will have 6 shoots and 3 times 2 remains.)
Over 10 rounds - 120/5=24 shoots | contra 12/5=2 and this ten times = 20 - In the long run you gain 4 shoots.
Please, reconsider.
Jotisz:
Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
ThePhoenix77:
--- Quote from: Jotisz on March 18, 2012, 02:21:43 PM ---Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
--- End quote ---
Your right whereas if your leftover ap carried over to the next round then it would be less of a problem.
mrbrain30:
--- Quote from: Jotisz on March 18, 2012, 02:21:43 PM ---Your idea isn't good. Fast shot aply to aimed shots only so no -Ap to burst.
The main problem with your idea that it overpowers those who have the first turn. Lets see I have my turn with 11 ap and burst you 2x with a grease you survive it with 10 hp now in the current system you could heal up or try to kill me, but with your idea implemented I could do one more attack which would kill you without you having a chance to win.
--- End quote ---
"Fast shot aply to aimed shots only so no -Ap to burst." and then you say - "I have my turn with 11 ap and burst you 2x with a grease". Fonline Wiki says it takes 6 AP to burst with grease. That makes 12AP to shoot twice.
- But let's assume you wanted to tell me you have 12 AP. OR please correct me in your next post about the greaser and then I will tell you the scenario -
You said your first round? You stated you have 12 AP, first round.
You burst me twice with grease. You have 0 AP left.
You simply pass the round I have the time to heal myself or to kill you in my round. Let's say I healed myself. Your turn, you have 12 AP again, and you can shoot twice again.
I don't see the problem here.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version