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Author Topic: Optimising RT PvE and PvP  (Read 4761 times)

Solar

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Re: Optimising RT PvE and PvP
« Reply #30 on: August 18, 2010, 02:34:51 pm »

Its really not hard to run out of range of something like a pistol, or even a minigun with 6 AP warning.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

RestarT

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Re: Optimising RT PvE and PvP
« Reply #31 on: August 18, 2010, 02:47:14 pm »

I'm not a Developer.

I’m a “developer”. Developers can’t call your post retarded, even when it is. A “developer” can however.

As you gave nothing to back up your claim, why would I have to give anything to back up mine?

Nice wordplay... But ok call me retard... Stupid is as stupid does.
Everything what I wanted to say is that some players (maybe a lot of) will hate this change and they stop playing, so there will be less people and less people means less fun...
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avv

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Re: Optimising RT PvE and PvP
« Reply #32 on: August 18, 2010, 02:54:57 pm »

Its really not hard to run out of range of something like a pistol, or even a minigun with 6 AP warning.

Discussing these things without presenting a complete overhaul is usually pretty fruitless since you can just say that x will still suck because y ruins it.

How I'd see it is that guns with aimed shots would require biggest aiming time, but you could still fire any time with less accuracy. It's just when the needed action points had been spent the accuracy would be 95%. In addition if you ran, it would give bigger penalty to base accuracy because your char is winded and unprepared. So running would be mostly used in crossing hazardous areas, pure fleeing and out-of-combat movement.

Certain guns could be fired quite accurately without big delay so that they would be ideal assault weapons. For example a shotgun could be fired in 0.3 seconds when activating attack command with 50% accuracy.

Nice wordplay... But ok call me retard... Stupid is as stupid does.
Everything what I wanted to say is that some players (maybe a lot of) will hate this change and they stop playing, so there will be less people and less people means less fun...

Nobody will leave if lack of turn based is replaced with awesome real time. Most players prefer turn based not because it's fallouty but because real time is awful. Our real time shouldn't be based on twitch reflexes in first place anyway.
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Re: Optimising RT PvE and PvP
« Reply #33 on: August 18, 2010, 03:00:05 pm »

The instant shot does make a surprisingly big difference. I'm messing around in Tactics and quite often you'll see a shooting animation begun but not finished because the guy aiming got killed.

Unaimed shots have always been the redheaded stepchild of Fallout combat.
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Wichura

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Re: Optimising RT PvE and PvP
« Reply #34 on: August 18, 2010, 03:17:15 pm »

Nobody will leave if lack of turn based is replaced with awesome real time. Most players prefer turn based not because it's fallouty but because real time is awful. Our real time shouldn't be based on twitch reflexes in first place anyway.
Now we're talking.
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Re: Optimising RT PvE and PvP
« Reply #35 on: August 18, 2010, 04:10:26 pm »

Does anyone of you X-Com Apocalypse ? it had a RT mode implemented... i was thinking about something similar to that one, means you have 3 diffrent options to shoot your gun which will take certain seconds to fire the gun but the longer you aim the more acurate is the shot or penalty is reduced a lot. We CAN get rid of AP points but we would need to translate these into boni at preforming actions in seconds. gimme a day or 2 and i present you a fully worked out concept.. i have something big in mind... man i wish i could work for this project ;)
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Solar

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Re: Optimising RT PvE and PvP
« Reply #36 on: August 18, 2010, 06:23:33 pm »

Nice wordplay... But ok call me retard... Stupid is as stupid does.
Everything what I wanted to say is that some players (maybe a lot of) will hate this change and they stop playing, so there will be less people and less people means less fun...

No, what you said was that us "developers" were ruining the game. This was nonsense.

Nowhere has anyone said anything is going to happen to TB mode.

Quote
Discussing these things without presenting a complete overhaul is usually pretty fruitless since you can just say that x will still suck because y ruins it.

How I'd see it is that guns with aimed shots would require biggest aiming time, but you could still fire any time with less accuracy. It's just when the needed action points had been spent the accuracy would be 95%. In addition if you ran, it would give bigger penalty to base accuracy because your char is winded and unprepared. So running would be mostly used in crossing hazardous areas, pure fleeing and out-of-combat movement.

Certain guns could be fired quite accurately without big delay so that they would be ideal assault weapons. For example a shotgun could be fired in 0.3 seconds when activating attack command with 50% accuracy.


Well all the good parts of this come with set-up time.

If - please note that if - things were to change a long these lines then set-up time would be all you need to create "assault" weapons wothout completely gimping high AP weapons.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Wichura

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Re: Optimising RT PvE and PvP
« Reply #37 on: August 18, 2010, 06:27:09 pm »

Nowhere has anyone said anything is going to happen to TB mode.
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