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Author Topic: Balancing RT combat PVE and especially PvP  (Read 874 times)

Balancing RT combat PVE and especially PvP
« on: August 17, 2010, 02:55:01 pm »

As in my other thread i was talking about effectivity ranges of weapons making them viable. I have 2 ideas making battles far more strategic they can be combined or just used seperately, but synergy is best when using both ideas:

I d like to introduce a timer when running up the enemy which makes shots very inacurate even when having a very high skill  forcing players to stop gun running or running up blasting your head of from point blank range. this timer varies from gun to gun making diffrent guns useful in different situations.
Example1 : Player A has a MiniGun and is trying to get nearer to the opponent. He runs into his direction stops and then a timer starts e.g. 3 to 5 sec which reduces accuracy a lot so he has to settle down these 3 to 5 sec if he want to do a good shot or burst. Player B stood still and has no penality and can shoot with normal accuracy.

due to my browser i have to do a second post
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Re: Balancing RT combat PVE and especially PvP
« Reply #1 on: August 17, 2010, 02:59:30 pm »

My 2nd idea is to deny usage of some guns for 2-3 seconds when running a short distance... This should be applied to stop people from running up with inapropriate guns for HtH distance. These 2-3 seconds give the stationary player the time for a good aimed first strike and would just be a penality for weapons which are big and cloby...

Example: Player A has a Minigun again and he runs up the enemy to finish him of in one burst.. while running up a timer starts and he cant use the gun immidiatly, because it is too large being adjusted while running... the big guy still can finish of the sg guy but the sg guy eg gets a chance of first strike and can use the advantage of having handier guns...

These 2 ideas combined with distance of walking as calculator rather you cant use your gun or just with heavy penalities would balance big and small guns completely
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