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Poll

is it good

no
- 6 (40%)
yes
- 9 (60%)

Total Members Voted: 15


Pages: [1]

Author Topic: more balanced aiming  (Read 1278 times)

avv

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more balanced aiming
« on: October 03, 2010, 03:03:26 pm »

The suggestion is to completely remove the impact weapon skill% has over your accuracy.

Instead of this, everyone would have default accuracy anywhere around 40-50% with any gun or weapon. Every gun would have their most effective range, which would be divided in three categories: close, medium and long. For example pistols and shotguns had close range where they would receive somewhere around +10 or +20 more chance to hit. Snipers would receive bonus when shooting from long range. When shooting a gun from unsuitable range, you'd get a penalty to hit. Players could spend more action points to aim and receive additional accuracy points but casting the shot would take longer.

The benefits would be obvious. Players wouldn't need to spend big ammounts of skillpoints into weapon skills unless they wanted to be weapons crafters. Players could do more than just one thing with single char but still have a clear role depending on their perks and profesions.

The reasoning to this change is that either all skills provide direct combat bonus or none of them do. I find it hard to figure out how someone is going to talk, gamble, study or repair someone to death so the easier way out is to remove the benefits from combat skills.

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Re: more balanced aiming
« Reply #1 on: October 03, 2010, 03:36:28 pm »

I agree, but would prefer to make maxium skill at 150% for gun skills, so, if you have over 150% you wont aim any better. Also lowering some very high req like 180% repair for armorer would be good, and maybe instead of this putting higher requirements for items that needs to be delivered (like 60x MFC). Maybe an armorer level 1 has to deliever some jackets to get level 2, and level 2 needs to deliver level 2 armors to get level 3.

I think if the characters maximums are not reduced in this game (like 240 hp, very high sg/bg skills) the power builds will still remain, and i think they are quite annoying for everyone.
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Surf

  • Moderator
  • это моё.
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Re: more balanced aiming
« Reply #2 on: October 03, 2010, 03:43:25 pm »

Voted for "yes". You already described it well enough, nothing to add here.

LagMaster

  • No. 1 Topic Starter
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Re: more balanced aiming
« Reply #3 on: October 03, 2010, 04:04:24 pm »

but what to do whit the skill points? the higher the skills the bigger the dmg? or what?
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Re: more balanced aiming
« Reply #4 on: October 03, 2010, 04:27:07 pm »

I think it's a very interesting concept and one worth testing out. FOnline's gameplay is hindered by its incredibly strict adherence to the Fallout 1/2 mechanics.

But as with anything that differs too much from the current system - it won't be implemented. It'll require engine changes, dev persuading and a lot of community hostility. And even if the moons aligned and hell froze over and it was introduced, there's no guarantee it'd be all that good. I like the idea, but I'd say there's no hope.
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avv

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Re: more balanced aiming
« Reply #5 on: October 03, 2010, 04:31:10 pm »

but what to do whit the skill points? the higher the skills the bigger the dmg? or what?

Profesion and perk requirements. We could think of some passive boost to crafting or reparing from weapon skills if they seem too underpowered.
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Graf

  • Moderator
  • "Next Day" developer
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Re: more balanced aiming
« Reply #6 on: October 03, 2010, 04:41:20 pm »

I support the idea to test it on the CBT server. It would show how good is it.
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