Other > Suggestions
Change Real Time for Weapons Usage
Sarakin:
I dont mind having whole combat system reworked, but whos gonna do it ? We wait months for even a slight adjusment of one number (AC). Not to mention, there are lot of players, who start moaning at every little change that isnt "falloutish"
DocAN.:
dont like this idea,
Giftless:
--- Quote from: Opera on October 08, 2012, 02:24:08 pm ---Think out of the box. Nothing stops you from changing this to fit more the suggested idea. For example, simply make APs regenerate all the time or when you are moving APs regenerate a little slower than when standing still. I'm not saying that one of those would be the best alternative, but if we are thinking about a different combat system that most likely aims to be better/more enjoyable than the current one, we don't have to stick to the old things. Like the way of AP regeneration in this case.
--- End quote ---
You've got the right idea here, and in PE it was exactly like this: Your attack gauge would simply regenerate during the evasion phase. It's only in the current FOnline gameplay that you're forced to take cover (if on the losing end of combat) and then stand still to recharge AP. It's really a double whammy that makes real-time encounters less fluid than they could be.
Giftless:
--- Quote from: Roachor on October 08, 2012, 03:20:17 pm ---I think my stamina suggestion would fix all these problems
"
Stamina: When in combat you can only run as many hexes as your endurance allows using a formula based on equipped weapon before you are forced to walk. So 1 handed weapons/2handed weapons/BG and leather/ca/metal/pa
from longest run to shortest. Stamina points would function similar to ap but be based on endurance instead of agility and only function for movement. Outside of combat running would function normally.
"
--- End quote ---
Your idea is decent in its own right; I could see it resulting in more of a Rainbow Six type gameplay where players dart across open spaces and then adopt a more cautious walking speed when peering around corners. In either case, I think we can agree that the real time system could use some tweaking.
Giftless:
--- Quote from: avv on October 08, 2012, 03:56:43 pm ---So what's exactly wrong with the way current pvp is fought other than it highly encourages minmaxing and lacks some cool features we have in modern games?
Your suggestion wouldn't change the combat that much for better or worse. It'd be just different, but still pretty similar.
A real downside would be a massive bonus for crit-based builds because you couldn't make a stable damage doubleburster anymore.
Of course you can always add more "what if" options along with the suggestion, the way Opera did.
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I think my suggestion would make some difference in combat between dissimilar numbers; right now the "stand and fire" mechanic isn't all that different from the tank controls of old Resident Evil games, which wouldn't be bad in itself except that the mobs you contend with aren't sluggish zombies, rather they're more like the jogger zombies from Dawn of the Dead who lock speeds with you and carry firearms to boot. That's why I say real time combat should be regulated in some small way to better parallel what goes on in turn-based.
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