Other > General Game Discussion
Introduce Minimum Range to Weapons
TwistedIndoctrine:
Agreed.
Gatling:
--- Quote from: TwistedIndoctrine on August 21, 2010, 02:17:29 PM ---...seriously how often do you run into mellee range just to burst someone?
--- End quote ---
All the time if I can help it, actually. Then again, I'm not BG, either. Though during my time in PVP, I know for a fact that BGers do it, too. Not everyone, of course. With support, they have no need because they do not worry so much about having to do all the damage.
However, I have seen often they will try to stand beside you to burst, if they have any say in the matter and the situation calls for it. Which is often. And it only makes sense with the present mechanics. I do like this idea in partial, as mechanics DO need more in them to vary them. Right now, besides the weapon choice, there is not much else that varies the combat. You run, move, and either snipe or burst. Everyone generally hits 95%, most wear some kickass armor (especially those that have plenty of it and don't mind risking one offhandedly), and many take drugs and perks to further fortify themselves.
Right now, it looks like cardboard cutouts running everywhere. >:(
shentaoba:
+100
Kobebeaver:
I dont like realism when gameplay or balance suffers out of it. But the sheer lack of penalities for weapons in close range make the game far too easy. If someone is next to me in RL with a Knife or a sword in striking range, these 2 things are far superior to any bullet except into the head... Thats Real Life fact every Kendoka or HtH expert can tell you. Both would die or just the gunner.
In this game you get an advantage of using the biggest and meanest gun, because there are no downsides... running up close with all AP makes it possible to have at least one burst...
I just came along with the Van Buren idea of RT Combat which says that RT combat is a hybrid like i suggested before. A Turn is 6 seconds, and rather you use up all your AP or not they ll get replenished after the 6 seconds.. this gives an advantage to those who stand still and aim, and discourages rushing next to someone and killing him at point blank range.. also the AP left after the round influence running speed of the next 6 seconds.. i really like that idea
RavenousRat:
--- Quote from: Kobebeaver on August 23, 2010, 03:04:01 PM ---I just came along with the Van Buren idea of RT Combat which says that RT combat is a hybrid like i suggested before. A Turn is 6 seconds, and rather you use up all your AP or not they ll get replenished after the 6 seconds.. this gives an advantage to those who stand still and aim, and discourages rushing next to someone and killing him at point blank range.. also the AP left after the round influence running speed of the next 6 seconds.. i really like that idea
--- End quote ---
It called rounds, I suggested it before, but someone disliked it.
However 6 seconds is too much.
Neverwinter Nights and Icewind Dales and other D&Ds using 6-second rounds.
But I more like SW: KOTOR's 3-second rounds, because game looks less like "Strike and then stare 5 seconds on victim with stupid face." And 6 seconds is too much for game as FOnline.
With round system sequence can be implemented in RT easily, by taking actions with highest sequence in advantage and first-to-do, like if you had more sequence than your target and you shoot each other, you'll shoot 1st, and only he'll do that after.
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