or we could halt the HP gain after lvl 24
I'll post a little suggestion, and it'll be offtop!
Mega suggestion which can be sent to Junk board:
Replace "Gambling" skill with "Body Building" skill.
Starting Body Building % is: ENx2+STx2;
Starting HP the same as now: 15+ST+ENx2;
HP per level: 0;
Max. character's HP = "Stating HP"+"Body Building %"/5;
Odd thing: than more character will have IN, than more he can have HP! wtf?
Max. character's HP possible:
Starting: 10 ST + 10 EN = 45 HP;
300%/5=60 HP;
45+60=105 HP.
*Each rank of "Lifegiver" perk will give one-time bonus +20% to your Body Building skill.
Suggestion #2:
Starting Body Building % is: 15%+ENx2+ST;
Starting HP: 0;
HP per level: 0;
Max. character's HP: "Body Building %"
Odd thing again: than more character will have IN, than more he can have HP! wtf?
Max. character's HP possible:
300.
Will make this game a bit realistic, but... unrealistic is when crazy maniac uses Rocketlauncher on human, not tank or something else, because in real life it's almost impossible to hit so small target with Rocketlauncher, and soldier gonna usually miss, also minigun (in real life on great distance, you will be hitted by 1-2 bullets of 60 from minigun, here almost all hit), so miniguners will just left click on player and they will die, eye-shots (in real life from 150 meters you can't see an eye without a scope, and it's almost impossible to hit an eye of walking target, even with a scope), greatly reduce to hit % to eyes from 10 hexes, to head from 20 hexes.
Solve the problem:
1) Make rocket explode by any obstacle on it's way, if a player standing near wall or crates or tree, then he'll be hitted by a rocket, and usually die (it's almost impossible to have max. 105 HP, because all your skill will suck). % to hit (usually 95%) will show rocket's direction, if you see less than 95%, for example 70%, it means exist 30% chance rocket will fly some hexes away from a target and/or hit ground before/after target.
2) Minigun bullet's spread over range not only in cone, also over all distance between attacking unit and attacked unit. Also make minigun, and all big weapon, like scoped, have penalty to hit at very low distance, except for flamer. After that changes big guns will become support weapon. Minigun vs alone target isn't good idea, but if there're atleast 2 or even more targets in the same direction from minigun-user, then they will suffer.
3) Aimed shot in eyes/head. Impossbile to shoot at eyes/head/groin tonight from 20 hexes, if attacker don't have special perks/items with night vision. If weapon don't have "Scoped Range" perk, impossbile to hit eyes from 30 hexes and head from 40 hexes. Greatly reduce eye and head shot % to hit, but not in %, just substract, to make low leveled characters be able do eye/head shot too. Because you can see "<Insert 21st level character name here> missed." message only in 5% chance every time. Also it'll make AC atleast useful, because "Kamikaze" trait just gives you +5 sequence for now, because nobody really cares about AC, because everyone will have 95% to hit anyway.
What it'll do:
Low graded weapon as 10mm Pistol, Deagle, etc. will be more useable.
Big Guns skill is better vs group of players, than vs lone target.
Rocketlauncher is tactical weapon, where user need to think, not just press left mouse button.
Don't know what with grenades.
Thanks, now you can send this to Junk board, it was just suggestion: "How to make this game more realistic, tactical, and kill level balance gap a bit."
Damn, I forgot topic's name...