Other > Suggestions
Real Time Combat
avv:
It took me a while to discover the actual suggestion but once I found it I had to agree. So combat has too little options for players to affect their success. There's 2 factors: build and equipment. Achieving both takes only grinding, time and some knowledge of the game. It's very bad setting for multiplayer combat because the characters and their equipment do all the work for us.
--- Quote ---So, the battlefield 1942 was a lot about, reflexes, quick button pressing and joysticks
--- End quote ---
Don't forget thinking ahead of your enemy.
While battlefield was an fps game, fonline could be tactical action game when it comes to pvp. Important skills for succesful player would then be mostly strategic thinking, experience and teamwork. To complete this we need more combat options to invest our cleverness into, which are also available for everyone. Example of this would be that everyone can sneak effectively if you do it right, instead of just upping sneak skill%. In addition skills, perks and stats have to be reworked so that everyone can fight equally effectively but with differend style. This means that either all skills provide pvp bonus or none of them do. Same goes with perks.
kttdestroyer:
What implementing firing time (AP cost = Time cost to shoot in real time):
Make lower tier weapons usefull tactically, if you play it clever you could outsmart a user of more heavy weapon.
Teamwork for team pvp, big gunners and snipers would need support, if a SMG burster/granadier/unarmed finds a lonely sniper he would have the upperhand.
Intresting situations, think of two snipers fighting eachother in bigger city (like klamath) using buildings as covers (maybe make smoke appear from shots, making them visible far away enforcing sniper to stay focused and move around unnoticed)
Less braindead confrontations, 10 vs 10 standing on each side and shooting running into eachother, now every build has to think about his right placement (especially if minigunners would require time to turn their big guns aswell (avv idea))
Overally slower more clever combat, no more boom boom boom 5 secs later everyone is dead situations.
Totaly new possibilities of tactics, each side could take a position and hold, thinking of a way to breach enemies and outsmart them into victory, flank them or make a trap, running forward and click bursting would be gone forever!
Unarmed gets a boost, only thing left as instant click could be the unarmed/melee users giving them ability to run forward and smack the idea out of a sniper aiming for a eye shot.
--- Quote from: avv on October 02, 2010, 05:54:28 pm ---It took me a while to discover the actual suggestion but once I found it I had to agree. So combat has too little options for players to affect their success. There's 2 factors: build and equipment. Achieving both takes only grinding, time and some knowledge of the game. It's very bad setting for multiplayer combat because the characters and their equipment do all the work for us.
--- End quote ---
Yes, i think this is the problem that has been bathering Fonline 2238 for long time, it restrics a lot players from entering pvp part of the game becouse its ruled by those who has equipment and power builds all as an effect of been part of big factions.
--- Quote from: avv on October 02, 2010, 05:54:28 pm ---Don't forget thinking ahead of your enemy.
While battlefield was an fps game, fonline could be tactical action game when it comes to pvp. Important skills for succesful player would then be mostly strategic thinking, experience and teamwork. To complete this we need more combat options to invest our cleverness into, which are also available for everyone. Example of this would be that everyone can sneak effectively if you do it right, instead of just upping sneak skill%. In addition skills, perks and stats have to be reworked so that everyone can fight equally effectively but with differend style. This means that either all skills provide pvp bonus or none of them do. Same goes with perks.
--- End quote ---
Battlefield1942 was a fps game with little tactics, Forgotten hope was a mod for battlefield 1942 which changed the game and made it into a lot more tactical game, where teamwork, each player cleverness and team tactics were main factors to victory. However i think the skills are working quite well, sneak i think would work totally diffrent if the shooting time was implemented.
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