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Author Topic: Turn Based Combat - Action Points  (Read 4683 times)

Rascal

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Re: Turn Based Combat - Action Points
« Reply #30 on: March 18, 2012, 05:51:31 pm »

omg another topic from serries:

" ONOZ THEY KILLED ME - NERF IT! :( "
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Re: Turn Based Combat - Action Points
« Reply #31 on: March 18, 2012, 05:53:00 pm »

omg another topic from serries:

" ONOZ THEY KILLED ME - NERF IT! :( "

I don't know what you are talking about, I wasn't killed.

If you don't say something we can think about then please just don't post. I wrote it once, I want to enchant the turn based system, because there is more to the system.
« Last Edit: March 18, 2012, 05:54:58 pm by mrbrain30 »
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yoz

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Re: Turn Based Combat - Action Points
« Reply #32 on: March 18, 2012, 08:21:56 pm »


@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.

With bonus rate of fire a bg burst takes 6 ap. I can make a char with 12ap that uses jet and gives me 14 ap total. Under your system I can burst 3 times in the first turn. I don't care how many total bursts in the fight you think I will have because nearly noone will survive the first fucking turn.

Big guns are not as overpowered under the current system, but will be nearly unsurvivable under yours. Yours will also allow for 3 headshots and 4 p90 bursts in one turn. All of these guns are OKinsh with the current system, but you want ALL of them reworked just to fit your wacky idea that noone is on board with? You have grown too attached to the idea. Let it go. The idea is not worth it.
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Re: Turn Based Combat - Action Points
« Reply #33 on: March 18, 2012, 08:31:47 pm »

"With bonus rate of fire a bg burst takes 6 ap. I can make a char with 12ap that uses jet and gives me 14 ap total. Under your system I can burst 3 times in the first turn. I don't care how many total bursts in the fight you think I will have because nearly noone will survive the first fucking turn."

"I can burst 3 times in the first turn."

"first turn"

Let's do this. Again.

You have 14 AP. One burst 6 AP as you said. You shoot twice. That makes it 14-12=2. Means in the first round you shoot twice, and you will shoot the so called 3rd in your second round.

Just to tell you everyone, in the first round there is no difference between the two system. There were no act in prev round, that's why it is the first round.
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Re: Turn Based Combat - Action Points
« Reply #34 on: March 18, 2012, 08:40:35 pm »

omg another topic from serries:

" ONOZ THEY KILLED ME - NERF IT! :( "

Perfect point Rascal, wanted to write sth like that ;d I don't understand how it's possible to write 3 pages of comments of replies to noob's whining.
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yoz

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Re: Turn Based Combat - Action Points
« Reply #35 on: March 18, 2012, 08:48:32 pm »

Wait, I responded to the wrong post.

Yours has the same problem. With my 14 ap char I can use up 10 ap in the first turn and try to "shoot". In the second turn, I shoot with the 4ap from the previous turn + 2ap from this one, which leaves me 12 ap to burst two more times. 3 big gun bursts in one turn again. Everyone dead again.

I don't dislike what you are trying to do. It would be nice to have a continuous way of using ap rather than in increments (turns) in TB combat, but I don't think the way you are trying to do it is the solution. Your idea would just make the increments (turns) uneven from turn to turn. If you want continuous ap use, you can always play in RT.
« Last Edit: March 18, 2012, 09:06:56 pm by yoz »
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Mars Sultan

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Re: Turn Based Combat - Action Points
« Reply #36 on: March 18, 2012, 09:18:42 pm »

You're right, the TB system needs another look. But this really isn't the way to go about it. What some other (better) turn-based games have thought of is a way to "interrupt" another guy's turn with AP that you've saved from your previous turn. Things like Overwatch mode in Fallout Tactics and Interrupts from Jagged Alliance 2 are good examples of this.

Say you have 10 AP and use 5 AP to shoot someone in the groin with a 14mm pistol. He is KO'ed. You end your turn with 5 AP left.
Another guy walks into your FOV. At this point you would make some sort of opposed roll with the guy (PE, AG, or maybe some combination of both) to check if you interrupt his turn. If you do, you can use your remaining 5 AP to reposition yourself, shoot him, or whatever. This would be particularly effective in urban maps or maps with a lot of cover.

This is obviously very challenging to script, but is a better solution than what you have suggested and doesn't present the "saved AP for 3 avenger bursts" problem that others have mentioned.
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Igor Dolvich, Mars Ulrich, Girth Gamer, HOOPWISE98, Bobby Kotick

ARWH. Scummers.
Re: Turn Based Combat - Action Points
« Reply #37 on: March 18, 2012, 09:25:24 pm »

@Krupniok

If all you can do is calling me names, so be it. But please after that, leave.

@yoz

Maybe some adjustments could take place. I know big guns are powerfull, maybe even too much. But to throw away an idea because of that. Damage can be corrected If that's all the problem. They were 'balanced' into the current system, so If the new one would ever be implemented, damages would slightly change.

I would love to play in RT, but it's just impossible. The game lags so much here I can't even be sure when I'm being attacked. When there are not much enemies around I can handle it, but when there are more team's and I can't tell who are who, then it turns into chaos. And I played FTactics on RT, controlling all of my 6 mens at the same time (single-multi both).

Still, Thanks for support.
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Re: Turn Based Combat - Action Points
« Reply #38 on: March 18, 2012, 09:35:10 pm »

Yours has the same problem. With my 14 ap char I can use up 10 ap in the first turn and try to "shoot". In the second turn, I shoot with the 4ap from the previous turn + 2ap from this one, which leaves me 12 ap to burst two more times. 3 big gun bursts in one turn again.

No. You spend 12ap in first round = 2 bursts, and 2 virtual APs left (if you have 14aps). Next round.
You can spend your 2 virtual aps + 4 normal aps for first burst. then you have 10aps left, so you CAN'T perform another 2 bursts. Which simply leads us to this:

you can burst 3 times, but only in your THIRD turn. So its not insta death on first round.


Someone gave some bullshits about speed in fight. With extra aps, you will be faster in rt. Thats not true, because this suggested system gives you something like action in meanwhile. You can perform +/- one additional shot in every two rounds. It makes sense. But need to be considerate, because of TB traps.
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codave

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Re: Turn Based Combat - Action Points
« Reply #39 on: March 18, 2012, 09:44:20 pm »

But need to be considerate, because of TB traps.

To be fair, TB traps are already death traps.  They're designed so the target doesn't survive.  I've never seen one with less than 3 people, so you're already getting bursted minimum 3 times, anyway.  They can't kill you more once you're already dead.

If you really want to get down to it, a single player can enter a TB encounter, kill the scorpion or whatever, and end combat.  When a player walks in, he shoots.  Combat initiates, and when he moved 1 step he gets his AP's back.  With the right build, you can already shoot 3 times in the first turn.

(Not trying to give Yoz ideas)

 ;D

S.T.A.L.K.E.R

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Re: Turn Based Combat - Action Points
« Reply #40 on: March 18, 2012, 09:53:21 pm »

I think you were playing with me Mr.Brain that shot 6 times against Hub patrol.
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yoz

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Re: Turn Based Combat - Action Points
« Reply #41 on: March 18, 2012, 10:15:51 pm »

No. You spend 12ap in first round = 2 bursts, and 2 virtual APs left (if you have 14aps). Next round.
You can spend your 2 virtual aps + 4 normal aps for first burst. then you have 10aps left, so you CAN'T perform another 2 bursts. Which simply leads us to this:

you can burst 3 times, but only in your THIRD turn. So its not insta death on first round.


Someone gave some bullshits about speed in fight. With extra aps, you will be faster in rt. Thats not true, because this suggested system gives you something like action in meanwhile. You can perform +/- one additional shot in every two rounds. It makes sense. But need to be considerate, because of TB traps.

Wtf lol? You don't HAVE TO spend your ap for big gun bursts. You can also move or do other shit, hence my example.
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Re: Turn Based Combat - Action Points
« Reply #42 on: March 19, 2012, 12:33:25 am »

Wtf lol? You don't HAVE TO spend your ap for big gun bursts. You can also move or do other shit, hence my example.

Man, your example was shit, because you cant do 3 bursts in second turn. Still dont get it?
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yoz

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Re: Turn Based Combat - Action Points
« Reply #43 on: March 19, 2012, 12:40:47 am »

Man, your example was shit, because you cant do 3 bursts in second turn. Still dont get it?

I am going to quote you so that your fail is recorded in case you edit your post.
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Hects Hakal

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Re: Turn Based Combat - Action Points
« Reply #44 on: March 19, 2012, 10:24:47 am »

Omg youre arguing about a feature that will NEVER be in this game so how about a nice cup of shut the f*ck up? ;)
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