Other > Closed suggestions
FOT style auto attack system for RT combat
Nice_Boat:
--- Quote from: Elmehdi on January 16, 2010, 12:48:33 am ---
The problem is that it's your character that is supposed to see the enemy, not you as a player. It's obvious that auto return-fire cannot work when your attacker is out of your character's sight range for instance.
--- End quote ---
The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range. Let's get practical. Do you want combat that cares to have at least a bit of pretensions towards realism or droid battles? Cause I'd pick the first one anytime, anyday. And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character. If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
Elmehdi:
--- Quote from: Nice_Boat on January 16, 2010, 01:05:05 am ---The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range.
--- End quote ---
If sneak mode is ever implemented properly, it wont be a problem. And the only consequence of auto return-fire option would be that you could just leave your character for a while and it would be more safe than it is now. It shouldn't harm anyone for no reason.
--- Quote from: Nice_Boat on January 16, 2010, 01:05:05 am ---And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character.
--- End quote ---
And that's why character control in FoT is something worth taking example from.
--- Quote from: Nice_Boat on January 16, 2010, 01:05:05 am --- If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
--- End quote ---
Was it in FoT? ;)
Roachor:
--- Quote from: Nice_Boat on January 16, 2010, 01:05:05 am ---The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range. Let's get practical. Do you want combat that cares to have at least a bit of pretensions towards realism or droid battles? Cause I'd pick the first one anytime, anyday. And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character. If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
--- End quote ---
You're not understanding what I suggested. The auto attack would not be to engage combat, that you'd still have to click on your opponent. The retaliation once they open fire isn't about being 100% alert at all times, most people notice when they get shot. This would make your build actually matter since as it is, sequence isn't rally used and even 10 endurance chars with life giver still have a relatively small health pool for the damage levels in game. You can still get killed one shot by a big gun or plasma nade.
Handyman:
my suggestion give run attack mode for melles :)
Nice_Boat:
--- Quote from: Roachor on January 16, 2010, 01:59:03 am ---The retaliation once they open fire isn't about being 100% alert at all times, most people notice when they get shot.
--- End quote ---
Of course they don't when taken by surprise since most PvP weapons have a range of over a screen - to control the area 360 degrees around you the resolution would have to be at least 2 times bigger and characters would look like the ones in Settlers series. This small resolution creates a somewhat realistic tunnel vision effect - you're able to react fast if you're doing CQB, but you're way slower if you're looking far away (ie. using the scope or stuff like that). Autosentry would kill that as most PvP builds have high PE, so it would make the game simpler, less demanding - and therefore worse. And stop comparing Fallout: Tactics with FOnline as far as any kind of automanagement goes, it's like comparing Warcraft 3 and Diablo; different genre, different scale.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version