Other > Closed suggestions

How to make Sequence useable in RT

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UbiValkin:
It's possible to sniper shot first and only then die by bursts in real time.
How it'll work:

Way #1 (very hard to implement) This will sound insane, but... if you can rework real time system for "rounds" sequence will play role in RT. If you're not in combat (you know, it's when "End turn"/"End combat" window opens) it'll not consider you, you'll play like now.
But if you entered combat mode (attacked someone or was attacked by someone) you entering into one general combat system for current location. Every round = 3-4 seconds. If you have the most sequence (100%) (or the same ammount of sequence like this one, who have the most...) your action will act immediately, if you're the slowest (0%) of the slowest your actions will act in the end of a round. And if you have (1-99%) sequence related to the highest and lowest sequences in current combat, your actions will be somewhere in the middle of round.

Way #2 (easy, man) Max sequence is 10 PE + Kamikaze + x3 Earlier Sequence perk = 20+5+6=31;
If you have 31-99 sequence your actions act immediately.
If you have 21-30 sequence your character will aim before shoot for 0.5 seconds.
If you have 16-20 sequence your character will aim before shoot for 1 second.
If you have 6-15 sequence your character will aim before shoot for 1.5 seconds.
If you have 1-5 sequence your character will aim before shoot for 2 seconds.

Raengar:
Not a well thought-out idea. You understand that grenade with Fast Shot and Brof costs 2 AP to throw, while a sniper rifle aimed shot costs 4x more? Why same waiting time then? Also, why should devs care about sequence, when there are so many other things to be addressed - and of more importance?

UbiValkin:

--- Quote from: Raengar on March 19, 2010, 06:42:13 pm ---Not a well thought-out idea. You understand that grenade with Fast Shot and Brof costs 2 AP to throw, while a sniper rifle aimed shot costs 4x more? Why same waiting time then? Also, why should devs care about sequence, when there are so many other things to be addressed - and of more importance?

--- End quote ---
Because sequence play 0 role in RT...

Edit: And I don't waiting from developers: "Oh yeah! We'll do it right now! Um.. wait, yeah, now, I starting doing that! Wait some, we'll test it today!"
I just suggesting how to make sequence effect possible in RT, nothing more. They can read this later, when they done everything.


--- Quote from: Raengar on March 19, 2010, 06:42:13 pm ---You understand that grenade with Fast Shot and Brof costs 2 AP to throw, while a sniper rifle aimed shot costs 4x more? Why same waiting time then?

--- End quote ---
Because low sequence = you're "Ehhhhhhhh? Whaaaat? Where am I? Oh, an enemy! Damn he moves so fast! Errrrr, where's my grenade? Hey! You! Wait, stand still, I need to throw a grenade!"

In TB: Sniper's turn in first, he shots, and only then low-sequnced person see him.

vedaras:
nah i dont like the idea, since agility determines how rapid you can hit or shoot. Now you are suggesting that you can be the most agile person in the world and cast one punch in 2 seconds? that sounds like crap. Since sniper rifles and other sg are much cheaper then big guns i dont see a problem getting snipers bursted by big gunners before they shoot them.

UbiValkin:

--- Quote from: vedaras on March 19, 2010, 06:51:08 pm ---nah i dont like the idea, since agility determines how rapid you can hit or shoot. Now you are suggesting that you can be the most agile person in the world and cast one punch in 2 seconds? that sounds like crap. Since sniper rifles and other sg are much cheaper then big guns i dont see a problem getting snipers bursted by big gunners before they shoot them.

--- End quote ---
Using "round" system won't change anything except for your enemy will do an action first, and only then you punch him. Because your action will be in queue after his. I mean, he'll have priority and act faster. You still can punching him many times, but only after he shot your head off.

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