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Turn Based Combat - Action Points

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yoz:
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.

Mars Sultan:
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.

mrbrain30:
@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.

Chrupek:

--- Quote from: yoz on March 18, 2012, 08:48:32 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.

--- End quote ---

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.

codave:

--- Quote from: Chrupek on March 18, 2012, 09:35:10 PM --- But need to be considerate, because of TB traps.

--- End quote ---

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

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