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PVP Revolution

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MeganFox:
You are trying to change this game too much devs want to make this game as more it can be as original. You can also try make threads like guys in metal armors should be slower then bluesuits etc...

Cocain:

--- Quote from: kttdestroyer on October 05, 2010, 06:06:07 PM ---Well, let us examine the details of above stated issues and how they would look in proposed real time combat system and situations that could be the outcome.


Melee? No? (pistacja)

I do not agree, i think for the melee and unarmed the game would just become. Melee/unarmed maybe should not take time to perform (other then AP loose like currently). I think the time it costs to get to its target is equal the time to shoot a weapon, and so it makes it even, however, correct me if you believe my thinking is incomplete.






--- End quote ---

i didnt understood..

zato1:
well with the RT and TB split it is clear that they need to focus on one and "choose" which one is the "real primary combat style" of fonline. til then all we'll have is a bunch of ideas with no direction :/

kttdestroyer:
Running / Walking (avv)

Yes, well i assume that if a sniper sees a running target, he will not aim for eyes but for body parts that require less preparations (less time cost/AP) like legs.

I agree with the running feature, that if one is walking then two of all APs still regenerates, this could be aswell usefull in RT for Bonus move (maybe with x2 bonus move forexemple one could have 4 AP that regenerate while walking), which now is useless in RT.


Staying close to originals (MeganFox)

Correct me if i am wrong, but originals were turn-based (both Fallout 1 and Fallout 2). And AP was to represent time. Even the perks say, Bonus rate of fire perk for one; "This Perk allows you to pull the trigger a little faster...". However, in current system, you dont shoot faster, becouse, everybody shots instantly when they have the AP. Thats why, i believe that "staying as close to originals" goes together with the combat system above proposed.


What i ment with melee

That for a melee/unarmed character, i believe main problem is just the current system where players can unleash all fire power they have in 1 second. I believe with introduction of fireing time they would have time to get to their target. So, even without any modification or balancing they would already gain a boost.

Together with this, i think the fireing time for Melee/unarmed characters could even stay as it is (instant). Their firing time would be represented by the time it takes to run forward to the opponent.

Y0ssarian:
Medic, what?

You mean those power builds with 250 HP, 200 skill+ in BG and the rest in Doc & Med? Yeah. That's cool.

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