Other > Suggestions
Implementing sequence into RT fights.
smoothjesus:
what about higher sequence = faster ap recovery? not by much, but enough to make a difference
Crazy:
--- Quote from: smoothjesus on July 18, 2010, 02:24:35 AM ---what about higher sequence = faster ap recovery? not by much, but enough to make a difference
--- End quote ---
Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
MCCloak:
Sequence in TB is applied only at the begining, it determines, who will start the fight, who will be next, who will be last... Next round is then running in same order. So what about implement a kind of delay in RT?
For example, player A has 10 sequence, player B has 12 sequence, so when they encounter, player A will have 2 AP points in red (similiar as knockout countdown) and will have to wait before he can shoot. He will be able to move however. Maximum delay will be set to 6 (in case of melee vs sniper).
Melee/unarmed players with low sequence will not be so much affected by this, as they have to run close to opponent anyway.
jonny rust:
I was just thinking about sequence issues and found this thread
--- Quote from: Lordus on July 16, 2010, 11:50:21 AM --- I am against this.. i thing that PvP should be more about players skill, not about char skill like now..
--- End quote ---
this is an RP game like it or not, if you want to compete for "twitchiest mouse" then maybe play counter strike or start your own server where only one build, one gun and one armor is allowed. PvP is about character skill for so many reasons other than this one, and, if a characters build is high sequence chances are that he needs that sequence to survive properly. To remove this one aspect from RT combat doesn't even the scoreboard what so ever, it only tilts the odds away from one character type and in favor of everyone else competing against him. Every other character skill still comes into play here so why truncate just this one?
--- Quote from: Crazy on July 18, 2010, 03:50:13 AM ---Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
--- End quote ---
If someone is quick off the mark with their first shot then chances are they will be with their second and third shots too. increasing AP regeneration simulates this pretty well I would think. At least it's a start. It could also effect the combat buffer (which we are currently lacking but which has been suggested to prevent things like dying before screen is even loaded) in some way or it could just speed up the characters firing motion slightly so that if two people shoot each other at the same time the one with higher sequence will end up firing first as his characters shooting animation is slightly sped up (by only a fraction of a second) as initially suggested here. Wouldn't one or all of these things simulate sequence? and if we don't want sequence in RT why keep it in the game at all?
Johnnybravo:
--- Quote from: Hololasima on July 16, 2010, 08:51:13 AM ---But on other side. For example all snipers have arround 18 or 20 sequence and all biggunners about 5 or 8.
So if will be 1x big gunner VS 1x sniper is small room, sniper will be have 2 first shoots beacuse big gunner have less sequence than sniper ?
--- End quote ---
Normal BROF build would have 12 Sequence, EW/RL biggunners usualy about 16 and snipers up to 20.
However, PE already affects sight range and hit chance, so it'd be a little weird to have that many things.
But would be definetly interesting to see a little more disadvantage in close range even with low perception (some melee powerbuilds etc).
This would however also punish psycho, which is not nice :<
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