Other > Closed suggestions

Add More Tactical Choices & Balance

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Cheezy:
(my grammar not the best, sometimes type one thing , think another, but please read through it, if something don't make sense just say so I'll correct it or make sense of it.)

As right now the system is pretty straight forward. Blow off the other guys head. Its hardly not even paper rock scissors system. Not saying make it system were one thing counters another. Maybe there should be counters to a degree but not were one completely over shadows another. I like see the game become more of chess , were you think on what you do and how you do it. The way you do this is add more options in battle. So am going list some ideas for this subject. I also encourage you to post your thoughts and even ideas that you have to bring to the table.

Smoke Grenade :  This will create smoke cloud providing cover. This would block your view  of whats on the other side pass it.
It last short duration of time. In turn base combat duration be base on complete revolution of turn base cycle, after so many turn base cycles it would fade away. In  RT it be base on set amount of seconds. You also might consider add ability that person could shoot throw the smoke. What I mean about this is I could  aim some were and shoot. If I am lucky I might hit somebody that I cant see. This make smoke not completely safe to prevent from being overpowered. This give bursting and explosive also another use because they be more effective against smoke grenades.

Nerve Gas Grenade :  This would create gas that have an effect. This could be made in many different ways.This could lower some max Ap while standing in it. It could lower your hit chance while standing in it. You could take damage over time while in it. It even could knock your guy out if you don't move out of it. You could have it do combination of these things. I could see people using it for two things. One it be use to make people want to move out of an area. Two you could use it to block area so people would not cross this area.

Land Mine/claymores/Traps : Basically trap you walk over it or by it and it would explode doing some damage. ( probably not allowed to be use in town) Skill trapper could disable them and pick them up. But thats if he notices them because wont be easy to spot. If fails disabling then boom.

Riot Shield : This would be weapon and also a shield. It would have melee option and a block option. The block option main point of it. Say at then end of your turn as cost some Ap you could set it to block. The direction you face would reduce damage of incoming attacks from that direction. Would not be very effect vs some weapons like explosives. Maybe even shotguns or some other stuff.

Flare gun/stick : When you use this item on the map a circle would appear. This would let people enter your map (would not work in tents or bases) . Only people so close to the area on the map could see it. The circle would vanish after short time.
People would use this if things look grim to try mix things up or even get help. People also use it  for trapping people. I'm not sure would add it but neat idea think about. Might fit the game or not.

These things would add more options in battle. You would have to think on what move you do. Not saying all the ideas above is the best thing ever. But I think there needs be more option in battle so you can make more tactical choices.

Here list some ideas for balance.

Snipers rifles : Here something to consider. Sniper scoped weapon for long range combat. In game currently its amazingly powerful with critical hits. Well not here to say nerf it because its overpower. I do think snipers should have good critical hit ability maybe change how critical works. Every weapon should have its strength and weakness. This would provide more Tactical thinking. So here how I rework in general idea. The formula for hit chance is negative so much percent  per hex. So if negative is -4 per hex at 10 hexes you have -40%. Well for sniper I make it work different. The sniper has range of 50 hexes, I would have at 30 hexes -30% every hex pass that would add -3%. If you get closer then 30 hexes it also add -3%.
When you get say to 25 hexes the penalty would increase to -5%. When it gets to 20 hexes it be -6%. Then when you get to  15 hexes it jump up to -8%. There also increase the natural penalty of aiming at body parts as you get closer. Maybe even critical chance penalty as person gets closer. There point to this am about to explain.  The reason its negative at 30 is that it  takes some skill to shoot gun in first place. As something gets farther out its gets harder to hit but you can easily make the difference with skill points. So sniper is good with medium to long range combat. Now hitting something with scope sniper rifle up close becomes hard. The penalty great enough that skill sniper will not fair so well up close. In conclusion the sniper would be powerful at killing people from far but weak up close. Sniper would try stay from far , people fight sniper would try get close. If some one gets close sniper could flip to different weapon. This would provide bunch of tactical options for both ends. The math I use in this would not have to be that , its just example to get the basic idea of it to you.

Knock down: well knock down is something in game I think needs to be change. I think once your knock down you cant be knock down again while on the ground and for short duration after you get back up. Maybe you could even have it were being shot will make you get up faster.

Stone wall perk: this pose to resist knock down but don't resist knock down from critical hits table which this should be change.

Shot guns : I notice all burst modes at point blank does super amount of damage. Because like all your bullets hit. Well with shot guns this range should be increase little maybe to 4-5 hexes away (depending on shotgun to). This way shotguns become more powerful weapon up close like there pose to be.

Explosive rounds : I make this type shotgun shell, it has little splash damage explosion and chance of knock down. This also be great vs armor guys. Also make regular shotgun shells better vs unarmored guys.

This some ideas, they maybe some good enough to use or not. please comment on it. I like see what devs think about some of this. When you think of this try even think improvements on what I put out here or ideas of your own. I am trying give  ideas for combat to be more balance and add tactical options.

Cheezy:
any thoughts?

Drakonis:
about the flares part. you can allreayd send a distress signal from your radio. The location/encoutner becomes visible on world map for everybody. :D/

Also don't expect devs adding new weapons/equipement any soon. They don't really plan adding new stuff for now. Also it will be possible after we hit the 2.5d era. maybe then you should suggest the shields and stuff.. could be cool


Also I belive that Stone wall actually CAN make you avoid being knocked down by a critical hit(50% chance). You confused me tho, can anyone confirm this?

Cheezy:
well know they probably wont add any new items for while. But just putting this all out on table.

As the flare thing differences is that everyone can see it. Radio you have to have a radio and be on the right channel.
Flare also only pears only to people close to it on the map and its circle appears for short time.

Far the critical hit goes, from what I was told stone wall does not prevent knock downs from the critical hit table.
Just prevents someone hitting you regular and knocking you down. This don't happen much unless you use knock down weapon like rocket launcher.

Cheezy:
See more people voted, but thought be more post then this, :D guess lot people hate reading big post

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