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Author Topic: Quicker Roundbased Combat  (Read 6630 times)

Re: Quicker Roundbased Combat
« Reply #15 on: June 27, 2010, 10:23:09 pm »

Simply speeding up the combat animations when the target of an action is not the player would be the simplest, and least disruptive of current system, method.
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Crazy

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Re: Quicker Roundbased Combat
« Reply #16 on: June 27, 2010, 11:19:19 pm »

Well, another thing needed is to allow doctor in turn based. If you use two handed weapon, you are cripple at the first turn, and you just have to run out to heal...
Maybe one allowed and other allowed all 3 turns, something like that.
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gordulan

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Re: Quicker Roundbased Combat
« Reply #17 on: June 28, 2010, 07:29:08 am »

i'd say 1 doctor attempt every 10 turns, otherwise you'd stall for time.
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Alvarez

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Re: Quicker Roundbased Combat
« Reply #18 on: June 28, 2010, 10:42:29 am »

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

As you already stated, the turns could be DECIDED in milliseconds, but how they DONE is just a matter of animation - it will just look simultaneously.
Of course, the Paladins could just decide to fire at the next-best raider in their range at once. The result would be the same.

Also, nothing against FA and Doctor in roundbased mode, but it's a "another thing needed". Otherwise, I'd like to know how it blends in the matter we discussed before.
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gordulan

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Re: Quicker Roundbased Combat
« Reply #19 on: June 28, 2010, 12:41:08 pm »

what I would like is for the ghouls to speed up in turnbased mode, as well as the bony scavs in yellow t-shirts, pain in the ass waiting for em to move, it's like sloooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow.
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Imprezobus

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Re: Quicker Roundbased Combat
« Reply #20 on: June 28, 2010, 06:21:23 pm »

Good idea.
If the time before single critter AP's respawn could be different, we could implement thing like:

time to wait before your AP respawns = 30 - "sequence"/2
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Re: Quicker Roundbased Combat
« Reply #21 on: June 28, 2010, 10:18:30 pm »

I like this but only if it's another option alongside the two already in there.  It would help us "train up" to Real Time combat when we're used to Turn Based.
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gordulan

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Re: Quicker Roundbased Combat
« Reply #22 on: June 28, 2010, 10:20:41 pm »

actually, from what imprezobus says and I understand it means my sniper character will be able to react about 2.5 seconds faster, nice.
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Alvarez

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Re: Quicker Roundbased Combat
« Reply #23 on: June 29, 2010, 12:36:15 pm »

I like this but only if it's another option alongside the two already in there.  It would help us "train up" to Real Time combat when we're used to Turn Based.

Like, 1-2 seconds per AP for a turn? Would surely make one think quickly.
« Last Edit: June 29, 2010, 12:38:34 pm by Alvarez »
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kraskish

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Re: Quicker Roundbased Combat
« Reply #24 on: June 29, 2010, 03:31:27 pm »

Good idea.
If the time before single critter AP's respawn could be different, we could implement thing like:

time to wait before your AP respawns = 30 - "sequence"/2


Dont get it. with 10 PE = 20 seq. 30-10= AP respawns in 20 seconds? what does it mean?
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gordulan

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Re: Quicker Roundbased Combat
« Reply #25 on: June 29, 2010, 03:49:27 pm »

every 20 secs you get your AP back to full, instead if an AP oriented respawn
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kraskish

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Re: Quicker Roundbased Combat
« Reply #26 on: June 29, 2010, 04:00:39 pm »

every 20 secs you get your AP back to full, instead if an AP oriented respawn

hm, it would look funny, at once everyone shoots everyone, then 20s wait, then again xD Like some prisoner shooting xD
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Imprezobus

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Re: Quicker Roundbased Combat
« Reply #27 on: June 29, 2010, 07:28:40 pm »

not in 20 sec, because 1PE chars would regen in 29 seconds :)
that could also enable first aid/doctor using, because that fixed-time cooldown wouldnt really differ from real-time one.
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kraskish

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Re: Quicker Roundbased Combat
« Reply #28 on: June 29, 2010, 09:37:57 pm »

not in 20 sec, because 1PE chars would regen in 29 seconds :)
that could also enable first aid/doctor using, because that fixed-time cooldown wouldnt really differ from real-time one.

Yes I understood :) *waiting for a dev post*  :-X
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Re: Quicker Roundbased Combat
« Reply #29 on: June 30, 2010, 12:00:48 am »

sequence is who goes first not how fast they are, pe is totally unrelated.
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