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Author Topic: Quicker Roundbased Combat  (Read 6500 times)

Alvarez

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Quicker Roundbased Combat
« on: June 27, 2010, 12:42:13 pm »

Recently, i noticed that due some circumstances, like high ping, critters would perform their turns in Roundbased combat simultaneously.

I'm sure, that's either a bug, or a silent feature to counter the high ping, and it saved me a lot of time in encounters, by the way. So thanks, if it was intended.

I'd like to suggest this kind of optional Combat Mode - in ordinary Roundbased, you have to wait, till every critter make its individual move, what makes this combat mode quite time-consuming - especially if one critter can't decide, what to do.

By making them spend their APs at one time, it would shorten the time spent in combat and bring more dynamic into the gameplay.
Also, it won't change the effects much - 3 raiders could shoot you simultaneously or one after another: tha damage will be the same, till you're able to make your turn.
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gordulan

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Re: Quicker Roundbased Combat
« Reply #1 on: June 27, 2010, 01:24:44 pm »

i love this, you are a genius my friend. Would make combat with a double 20 man strong rave party, as well as a small slaver squad far faster (thats 44 people including me taking turns)
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kraskish

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Re: Quicker Roundbased Combat
« Reply #2 on: June 27, 2010, 01:31:19 pm »

Yep, brilliant idea. I wonder is it possible to implement (everyone moving beside you).
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Re: Quicker Roundbased Combat
« Reply #3 on: June 27, 2010, 06:01:44 pm »

what about sequence?
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gordulan

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Re: Quicker Roundbased Combat
« Reply #4 on: June 27, 2010, 06:03:57 pm »

only your sequence matters in turnbased fights really...
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Re: Quicker Roundbased Combat
« Reply #5 on: June 27, 2010, 06:12:10 pm »

only your sequence matters in turnbased fights really...

what do you think this suggestion concerns?
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gordulan

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Re: Quicker Roundbased Combat
« Reply #6 on: June 27, 2010, 06:21:17 pm »

jeez, the player plays in modified turnbased, the npcs all take their turn together, i mean, sure, it may have some weakness, but maybe if it is 1 turn per team of people (like a BOS patrol takes their turn together, but right after that a squad of raiders take their turn together, the average Sequence of the NPCs would matter as to which squad takes their turn first. That better, Roachor?
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Re: Quicker Roundbased Combat
« Reply #7 on: June 27, 2010, 06:27:31 pm »

The order people go in changes a lot in combat and it would essentially make sequence useless as the group would determine the order not your personal skill.
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gordulan

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Re: Quicker Roundbased Combat
« Reply #8 on: June 27, 2010, 06:28:59 pm »

jeez, the player plays in modified turnbased, the npcs all take their turn together, i mean, sure, it may have some weakness, but maybe if it is 1 turn per team of people (like a BOS patrol takes their turn together, but right after that a squad of raiders take their turn together, the average Sequence of the NPCs would matter as to which squad takes their turn first. That better, Roachor?

Oh, wait, i left out the most important bit, each player counts as a team, and the player mercs count as a separate team.
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kraskish

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Re: Quicker Roundbased Combat
« Reply #9 on: June 27, 2010, 06:32:10 pm »

Oh, wait, i left out the most important bit, each player counts as a team, and the player mercs count as a separate team.

I thought of something... lets say you encountered 5NCR caravan vs 5 rogues, its 3-4 round and the rogue that is being attacked has 1HP. With the idea of this turn based mode will he shoot or not? because if he had earlier sequence normally, he would shoot somebody and in the proposed here would he shoot or not? I guess not? I mean in the same moment he would need to shoot and get shoted. No problems with animating that?
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gordulan

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Re: Quicker Roundbased Combat
« Reply #10 on: June 27, 2010, 06:34:32 pm »

actually, if it is the NCR caravans turn he would probably die, if it is his team's turn he gets to shoot
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kraskish

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Re: Quicker Roundbased Combat
« Reply #11 on: June 27, 2010, 06:38:40 pm »

actually, if it is the NCR caravans turn he would probably die, if it is his team's turn he gets to shoot

OH sorry I didnt understand earlier, yes, that makes sense :) actually thats how it was in F2 as I remember...
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gordulan

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Re: Quicker Roundbased Combat
« Reply #12 on: June 27, 2010, 06:50:45 pm »

although t would make for a change if the enemy can't find a path to you, or another enemy he would just skip his turn instead of just standing there like an oaf, makes slaver/rave/rave unbearable to fight in turnbased..,.

Speaking of which, vote for me
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« Last Edit: June 27, 2010, 06:53:20 pm by gordulan »
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Alvarez

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Re: Quicker Roundbased Combat
« Reply #13 on: June 27, 2010, 07:27:50 pm »

although t would make for a change if the enemy can't find a path to you, or another enemy he would just skip his turn instead of just standing there like an oaf, makes slaver/rave/rave unbearable to fight in turnbased..,.

Mind you, the AI doesn't need to think, it acts reacting on input immediately, e.g. "Target spotted", if i understand the scripting correctly. (May the developers correct me, if i'm wrong)
If nothing happens in next 2 seconds in his FOV or he finds the target unreacheble, the critter should 'decide' to skip its turn or, in case of simultaneous turn, engage the target as long the conditions allow it, until he meets a obstruction in his way, like a player character stopping before the closing door, originally receiving command to run to the destination behind it. (trying to achieve the maximal proximity, the combat range, aborting it after maximal round time, after the desired condition hasn't been met)

That would also shorten the "thinking" in Roundbased, should my first suggestion be rejected.

But now a have a question on devs: does the scripted critter AI give a order on the whole critter bunch as a party, or orders on every single critter, depending on their individual input?
« Last Edit: June 27, 2010, 07:45:29 pm by Alvarez »
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C47

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Re: Quicker Roundbased Combat
« Reply #14 on: June 27, 2010, 10:01:19 pm »

5 BOS fighting against 5 raiders
In simultanous combat all of 5 BOS can shoot one raider in the same time killing just him. In turns one will kill one raider, the second when he see that raider is killed he will shoot another etc.
So that suggestion isn't so good
but:
A server don't need to wait till critter move(animations), all actions can be done in milisecs. So we can still have turns but all the critters can move like in simultenaus (it will just look like that)
So we will see that 1st BOS is shooting 1st raiders, 2nd BOS - 2nd raiders etc. in the same time
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