fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 23, 2024, 03:05:51 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2] 3 4 ... 8

Author Topic: Introduce Minimum Range to Weapons  (Read 15364 times)

avv

  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #15 on: August 17, 2010, 04:01:05 pm »

okay thats a valid point, but i want to give to consider that most battles are fought in the open or where your scenario just will never apply..

It applies to guns which have this waiting time in long or medium range. A player with worse gun could always run if he finds an enemy within the bad range of his gun. You can run about 10 squares in 2 seconds (just tested). That's why the character's reaction time when seeing an enemy has to be fairly small so that you can get at least few shots from the advantegeous positioning you chose. They don't have to be instakills ofcourse but powerful enough to give you again a medicore checkpoint on the path to killing this dude.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Introduce Minimum Range to Weapons
« Reply #16 on: August 17, 2010, 04:04:32 pm »

RT battle just feels very wrong i have to admit... it is completely unbanced
Logged
Re: Introduce Minimum Range to Weapons
« Reply #17 on: August 17, 2010, 04:15:47 pm »

RT battle just feels very wrong i have to admit... it is completely unbanced
And TB battle = who are more jet enough to run across from one room to another to get closer to you to burst you after, because everyone simply sitting in cover, losing 1 AP to walk out from cover, see that they can't shoot at anyone and then return to cover, so this battle will lasts till someone's mistake or x2 jet junkie. There's no turn interception in fallout, so turn based in Player vs Player won't work properly. Real Time has nothing with fallout, but it's the only way how to make combat normally
Logged
Re: Introduce Minimum Range to Weapons
« Reply #18 on: August 17, 2010, 04:54:51 pm »

actually that feels wrong too^^ but thats why i suggest my balance ideas. to make all weapons more often used instead of just the 3 currently best. and to get that game a new faccette of complexity which does not annoy the player but improves gameplay
Logged

Gatling

  • Violent Pacifist.
  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #19 on: August 17, 2010, 06:24:12 pm »

The problem stems from the pure statistics of the weapons so far, made generally for a TB game and a singleplayer one at that.  With the facet of Multiplayer to these weapon and categories, there should be other esoteric benefits/flaws to using certain weaponry, which is not present due to... probably limiting game engine, at least originally.  One of the parts of this being: BGers running.  Looks funny.  Without altering all what it does, imagine how it would change if they simply could not run.  Good? Bad?  Dunno really unless it was tested in RT, but let that be an example of how you may change combat and how it is handled without having to tinker the actual stats (Though they DO need to be tinkered)
Logged
And now...
"Never compromise. Not even in the face of Armageddon."- Rorschach
"It's what people know about themselves inside... that makes them afraid." -The Stranger

avv

  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #20 on: August 17, 2010, 06:46:41 pm »

One of the parts of this being: BGers running.  Looks funny.

Not really. Of course you can run with SAW or similar light machine guns, the marines in iraq do that every day. There's hardly any difference in speed compared to running with assault rifle because the weight difference between saw and m4 is like some kilos. The weight of the other gear (backpack, vest, helmet) and marine's personal endurance matter more. When it comes to running with either saw, pistol or assault rifle the thing that matters is how fast you're ready to fire accurately when you stop running. In fonline there is no factor relating to this and so miniguns are the ultimate weapons, they are used like assault rifles.

Another factor is how long you can keep your gun fixated at a direction. That's why light machine guns got bipods or tripods so that they can be placed on ground, shot while prone or supported by a wall or table but turning the gun from that position over 90 degrees is difficult. In fonline your character can stand having his gun ready to shoot forever.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Wichura

  • High-Tech Troll
  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #21 on: August 17, 2010, 06:58:46 pm »

Cooldowns for, erm, shooting? Are you guys serious or just drunk?
Logged
Nie biegaj za stadem.

avv

  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #22 on: August 17, 2010, 07:10:17 pm »

Cooldowns for, erm, shooting? Are you guys serious or just drunk?

It makes sense. Which one you manage to turn faster in a direction of your choice: a pen or an iron bar?

But all the same, the distance benefits/penalties can be anything. For example pistol could cost 2 aps less to shoot from 10 hexes or less because it's faster to aim. Whatever but the reaction time or accuracy modifier just seemed most logical.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

TuX

  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #23 on: August 17, 2010, 07:10:53 pm »

Sure you can run with a SAW or m60 but imagine the effectivnes of fire while running. If you want to fire a BG like the minigun or a rocket launcher you have to stand still. And can you imagine walking inside a tight corridor with a minigun?
Logged

Parowooz

  • Maximum Pain
  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #24 on: August 17, 2010, 07:22:18 pm »

Wow, seriously. If you want realism add food system not the fucking combat nerfs.
Logged
Developers, developers, developers, developers...

Ned Logan

  • chaotic good/neutral
  • Offline
Re: Introduce Minimum Range to Weapons
« Reply #25 on: August 17, 2010, 07:27:48 pm »

This is no combat nerfing... this is balancing combat to be more interesting - to have more classes with various roles in battles, not just main force and sneak scouts as now.
Logged
Re: Introduce Minimum Range to Weapons
« Reply #26 on: August 17, 2010, 08:10:53 pm »

Once we have auto-shoot feature which I heard was in the making we could include some sort of reflex-ability.

I saw that. What is the 'auto shoot' feature?
Logged
"The eternal Tao is many paths to the same goal...."
~The player of Shih L'ung
Re: Introduce Minimum Range to Weapons
« Reply #27 on: August 17, 2010, 08:38:44 pm »



Sorry for very long post again...
No, really.
I simply can't explain it in few words!
Read from green line if you don't want to read this all.

This is no combat nerfing... this is balancing combat to be more interesting - to have more classes with various roles in battles, not just main force and sneak scouts as now.
Make an aim for combat different?

Right now it's: Eliminate enemy's team and anyone else who came to wrong place at wrong time.
Of couse they will use powerbuilds, 4 types of weapon (best SG, best EW, best BG and best throwing), etc.
What they will do:
See enemy, kill him, then again kill and kill and kill, when people on one side will end it's win.
What reason? Town Control... if you kill enemy's gang, town thinks that you're cool and you're becoming town controller.
What can be changed?
As example Gecko:
They coming there, shooting at everything that moves that has a name above. It's like ghouls asked them to purify thier land from other players and they will be happy and you'll control town?
Why not make TC quest-like, with roles and not only stupid eliminating everything that moves? It can be done like that:
1) Gang max of 5 players, 10vs10 isn't fallout + you'll understand later why there must be not so many players + it'll allow small gangs without alliances participate at this, because agan you'll read later that number of players in teams locked and others can't join, so there will be no help and fair number vs number fight.
2) Thier leader must be party leader (have atleast 5 CH), I hope devs will make that you can take only 1 drug at a time of only one type, so mentats will give only 2 CH and it means while mentats in effect leader can't take any other drugs and anyway must have atleast 3 base CH, or there will be less than 5 members and it'll be very very hard, or with the same eat-drugs-as-much-as-you-want system then there will be no CH based characters, and TC will simply require there x2 mentats if all 5 characters will have 1 CH.
3) You talk to Harold or whoever else, I don't know, it's roleplayers/quest-makes should think about it, he/she/it asks you and your followers to repair something at reactor because it's again broken, as always.
4) You're going to reactor and there your last hope to refuse to complete this quest or else there will be no way back, you talk to ghoul on reception, say everything you been asked to do, etc. Since now you can't leave area, untill you complete quest or die or something even worse.
Reactor should become restricted area, so noone can go past reception room if he isn't participant of quest.
Aim of quest:
Come to ghoul in other part of reactor, ask him to give you mega-tool-to-repair-some-stuff-so-ghouls-will-be-happy, on the half way to him something will happen with reactor and all doors will stuck. You'll need lockpicker with electronic lockpick (which isn't implemented, but it can be, because it exist in fallout) to open doors, or use traps skill for dynamite and explode doors or use science skill on terminal to slice system and open rooms. That ghoul will be crazy so one of characters must make succesful speech skill check or else he will say that he'll not give that damned thing to anyone then he'll mumble something about damned humans who came to thier reactor and because of humans something had broken again and then ghouls become hostile to you, so you'll have to use your combat skills to eliminate them.
5) After obtaining that tool or whatever you must make your way through all reactor to other part where you need to put/use that thing on something that broken and very need for ghouls being happy (no, it's not TV set with porn movie, but who knows).
6) All that time from 1) to 5) there will be another gang, some other ghoul who don't want to see other ghouls very happy says to them (other gang) to kill that humans who want to make ghouls happy at reactor.
There will be:
Atleast 2 terminals, every command will require science check to operate or else terminal will shut down for 20 seconds.
Commands like:
observe room #X (almost all rooms at reactor, except for essential rooms where are terminals, electricity thing and a room with broken thing that makes ghouls happy)
 - after observing room you'll see this room on your screen with all ghouls/players/sneaking players there.
   - [science check] you can open/lock doors at this room for like 30 seconds, locked doors can be opened only with explosive or electronic lockpick with normal traps/lockpick skills, terminal will be unavaible for 20 seconds after this command.
   - [science check] you can remove radiation protection in that room for 20 seconds, so everyone except for ghouls will take high dose of radiation from reactor, if these players forgot to take some rad-x/away, then they have big problems.

There will be 1 or more electricity generator that supplies terminal, using repair skill on it with succeful check will shut down all terminals on 1 minute, regardless of succeful check or not, you'll get cooldown on repair skill for like 2 minutes.

With mines impletemnted (and adequte guards at guarded towns) traps skill will be really usefull there 'cause of corridors and small space to lay/spot/disarm mines.

Sneak skill is good because there're few (max 5) players, assassinating one of them will make real advantage, especially if this gang have only one specialist in one skill, so killing scientist means they can't use terminal, killing repairman means you can use terminal and they can't block it, killing trapper means you can lay mines and they will suffer much of this, etc.

So, now about 2nd gang:
1) You're going to some ghoul who don't want other ghouls being happy.
2) You're walking in reactor, lying to reception ghoul that you're here to help these guy (speech skill check)
2a) Speech check succeful: Ghoul believes you, they're not hostile to you.
2b) Speech check failed: Ghoul shouts on all map your name (who talked to him and failed speech skill) and everything he thinks about you and your parents, so other gang can hear it and know that 2nd gang failed. Ghouls become hostile to 2nd gang.
3) 2nd gang starts from other room, 1st gang can't wait 2nd gang there, because till 2nd gang take part, 1st gang can't talk to crazy ghoul, and if noone will come to participate, then 1st gang only need to talk to crazy ghoul, (kill ghouls, if speech check failed), and bring that thing to broken thing that makes all ghouls happy.
4) Now, after all doors shut because of ...something happened to reactor or may be that thing that makes all ghouls happy. And 2nd gang must eliminate all member(s) of 1st gang.

There 5 max members, they can be combat skill+needed skill variation, so he plays 1 role, or 2-3 skills in one, but bad in combat (gecko-TC-non-combat-powerbuild) with lockpick repair and science tagged.
1 sitting in terminal room to support allies with cameras to see where are enemies and see sneakers.
2nd protects 1st.
3rd sitting at generator to shut both terminals if they hostile gang will do something bad.
4th protects 3rd.
5th going to bring that thing to repair ghoul-happy-maker thing.
or 1st and 3rd sitting without protection and 3 other guys are going to do main job killing everything on sight or going to capture and keep both terminals to remove possibility to control rooms, but also they must capture and keep generator, 5 people isn't enough, so they will need to think what to do, or they all 5 can just be powerbuilds and kill everything on sight, the only problem that 1 terminal or mines of locked doors may kill them all.

Skills used at this TC:
all combat skills (to kill...)
repair (very useful, counter science)
science (almost essential)
traps (depends on what will be implemented)
speech (optional, but will make it much easier)
sneak can be useful

               
That's just an example, and you don't need to make battles more various, just leave it as it is at Fallout but make main aim of player interation not "just kill them all with these guns", but something else, it'll take alot time, and even if it'll be in FOnline someday, you won't see that soon. Balancing weapon can be done after making gameplay interesting at all.
Logged
Re: Introduce Minimum Range to Weapons
« Reply #28 on: August 17, 2010, 09:57:13 pm »

LOOOOONG wall of text

But seriously, its good. Im for it really, currently its only a few big gangs that are important. rest is a nothing.
This way any small gang can be a hero for a day
Logged
Re: Introduce Minimum Range to Weapons
« Reply #29 on: August 17, 2010, 09:59:50 pm »

But seriously, its good. Im for it really, currently its only a few big gangs that are important. rest is a nothing.
This way any small gang can be a hero for a day
That's good that you said that, but my aim was to show that changing gameplay will make combat less dependant on killing with guns only, so balancing weapon should be done after combat changed, of couse if it'll be changed someday.
Logged
Pages: 1 [2] 3 4 ... 8
 

Page created in 0.146 seconds with 21 queries.