Other > Suggestions
Merge RT and TB combat
Cultist:
Basically the way it wold work is that when combat is initiated you have 30 seconds to cue up your actions and use your ap, then at the end of the 30 second turn everyone actions play out simultaneously by order of sequence, then another 30 second phase begins. This would fix the problems of animation length affecting rt combat, spotty ap regen and other issues like not being able to melee targets that are walking away as well as turnbased issues like insanely long fights. This would also reunite the tb/rt perks and add a depth of strategy to the game.
Cocain:
looks good but further tests are in order
avv:
I support merging but not like this. It's because that the concept of performing actions in sequence order. It's not appealing that you choose to do something, but something surprising appears but you can't react to it because you have already issued orders to your char. For example:
Turn 1:
You decide to lure someone into an ambush and wait.
Someone who was chasing you steps into your field of view.
Turn 2:
You choose to shoot that dude.
He chooses to shoot you and step into cover.
What happens here is that you get shot and cant shoot anyone because he has better sequence.
It would also annoy the hell out of everyone in towns anyway. Living in ncr would be basically constant cycle of 30 second turns.
EDIT:
Not to mention the time it takes to watch everyone's char to perform their actions, unless it happened like really super fast.
Cultist:
--- Quote from: avv on October 07, 2010, 04:47:25 pm ---I support merging but not like this. It's because that the concept of performing actions in sequence order. It's not appealing that you choose to do something, but something surprising appears but you can't react to it because you have already issued orders to your char. For example:
Turn 1:
You decide to lure someone into an ambush and wait.
Someone who was chasing you steps into your field of view.
Turn 2:
You choose to shoot that dude.
He chooses to shoot you and step into cover.
What happens here is that you get shot and cant shoot anyone because he has better sequence.
It would also annoy the hell out of everyone in towns anyway. Living in ncr would be basically constant cycle of 30 second turns.
EDIT:
Not to mention the time it takes to watch everyone's char to perform their actions, unless it happened like really super fast.
--- End quote ---
Well of course he can shoot and go in to cover, he shoots first it would be the same in regular TB. That's what sequence is. The animations would play simultaneously but actions would be performed depending on what order you selected them, they could be sped up to fit the time constraints if necessary (Like fast critter option). This would remove clicking speed being such an important combat factor since lag and aimbots wouldn't drastically change your chances.
As for ncr being a constant cycle, most fights would end in one round due to the guards.
avv:
--- Quote from: Cultist on October 07, 2010, 05:03:53 pm ---Well of course he can shoot and go in to cover, he shoots first it would be the same in regular TB. That's what sequence is.
--- End quote ---
And this is where the problem lies. Sequence would be a massive benefit. In that example scenario I represented the one who planned the assault was smart, he had a plan but his enemy just happened to have more sequence, byebye plans and gogo passive numbers. In some scenarios lower seq dude just would not win, doesn't seem very fair. Just because someone happened to make certain build he doesn't deserve major advantages over other players.
Whats going to happen if everyone had the same seq? Because that's going to happen when everyone wants to have it as high as possible. Randomly generate who gets to act first? Or everyone simply acts at the same time and in certain cases everyone would die because of simultaneous attacks?
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