Other > Suggestions

real time combat issues

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Granit:
hey so i have a simple change that i think would do wonders for the game. make it so that in real time combat only the person who initiates the combat cannot leave the screen. It is extremely lame that someone can attack you and by doing so trap you on the screen you are in.

Grampy:
That's kinda the point, they attack you so you can't get away... So that they can kill you. But there are alot of issues about real time combat that I feel are valid.

Personally I think that some NPC's should try to run away after taking too much damage.
AND if you attack a person, you should RUN into range to attack them instead of WALKING into range to Attack them. This is incredibly lame for Melee characters.
Aimed attacks should have a setup more in line with Fallout Tactics, where once you select where to Aim, they always aim for the same spot. Or Hell, even allow for a random Aimmed Shot. It could be done through a chat command like /autoaim ON (head, groin, torso, larm, rarm, lleg, rleg, random)
Grenades should take 0~3 seconds to go off. Not really enough time to fully escape the grenade, but enough time to realize, OH SHIT GRENADE and attempt to move.
Allow Keyboard input to move the character, so you can run with the keyboard, and aim with the mouse.
A button on the keyboard to reload your weapon OR if your weapons out of ammo, the only option is to reload it. I always seem to mess up reloading, I'll right click my weapon, nothing happens, then I click again, and then the previous click registers so I end up by-passing reload and have to cycle through all the options to get back to reload.

Additionally maybe there should be Hybrid combat with elements of both real-time and turn-based. For example, combat is styled like real time, but action points regenerate all at once (based on a timer that is based off sequence) instead of a slow regen.

Ziven:
You can't dodge a cooked grenade

Grymm:
A cooked grenade has an equal chance to explode in the users hand

Kilgore:

--- Quote from: Grampy on June 05, 2010, 07:04:41 am ---Personally I think that some NPC's should try to run away after taking too much damage.
--- End quote ---
Yes.

--- Quote ---AND if you attack a person, you should RUN into range to attack them instead of WALKING into range to Attack them. This is incredibly lame for Melee characters.
--- End quote ---
Yes, though I think that it won't help much :)

--- Quote ---Aimed attacks should have a setup more in line with Fallout Tactics, where once you select where to Aim, they always aim for the same spot. Or Hell, even allow for a random Aimmed Shot. It could be done through a chat command like /autoaim ON (head, groin, torso, larm, rarm, lleg, rleg, random)

--- End quote ---
Yes, it's needed.

--- Quote ---Grenades should take 0~3 seconds to go off. Not really enough time to fully escape the grenade, but enough time to realize, OH SHIT GRENADE and attempt to move.
--- End quote ---
No. That would make grenades totally useless and has nothing to do with Fallout 1/2/tactics.

--- Quote ---Allow Keyboard input to move the character, so you can run with the keyboard, and aim with the mouse.
A button on the keyboard to reload your weapon OR if your weapons out of ammo, the only option is to reload it. I always seem to mess up reloading, I'll right click my weapon, nothing happens, then I click again, and then the previous click registers so I end up by-passing reload and have to cycle through all the options to get back to reload.

--- End quote ---
Errm, no. Stop playing Fonline, start playing Quake.

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