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Author Topic: Merge RT and TB combat  (Read 1623 times)

Cultist

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Merge RT and TB combat
« on: October 07, 2010, 03:36:50 pm »

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.
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Cocain

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Re: Merge RT and TB combat
« Reply #1 on: October 07, 2010, 04:21:28 pm »

looks good but further tests are in order
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avv

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Re: Merge RT and TB combat
« Reply #2 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.

« Last Edit: October 07, 2010, 04:54:29 pm by avv »
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Cultist

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Re: Merge RT and TB combat
« Reply #3 on: October 07, 2010, 05:03:53 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.



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.
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avv

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Re: Merge RT and TB combat
« Reply #4 on: October 07, 2010, 05:12:15 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.


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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Cultist

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Re: Merge RT and TB combat
« Reply #5 on: October 07, 2010, 06:35:31 pm »



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?

Shooting first does not mean you'll always win and not all builds allow for high sequence. Low pe chars are usually tanks anyways so they should be able to take a hit. It's better to have it controlled by an ingame mechanic than leave it open to aimbot exploitation. This is a stat based game, whoever clicks first has nothing to do with your character and everything to do with lag and buggy game mechanics and stupid things like the mouse missing when trying to click on a running player. Fallout was a strategy game and fonline should reflect that since it uses the same systems.
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Who got nuclear weapons and a suicidal doctrine?
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avv

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Re: Merge RT and TB combat
« Reply #6 on: October 07, 2010, 06:57:06 pm »

Shooting first does not mean you'll always win and not all builds allow for high sequence. Low pe chars are usually tanks anyways so they should be able to take a hit. It's better to have it controlled by an ingame mechanic than leave it open to aimbot exploitation. This is a stat based game, whoever clicks first has nothing to do with your character and everything to do with lag and buggy game mechanics and stupid things like the mouse missing when trying to click on a running player. Fallout was a strategy game and fonline should reflect that since it uses the same systems.

I'm not supporthing "who clicks first" features either, or lag or anything else fps gamish. I'd like to see balanced, open to everybody and tactical pvp action.

What I'm against here is that you think that fonline is supposed to be stat based game. If it's also strategy game like you said then what strategy would you use if your enemy has 250 hp, a minigun and 160% in big guns skill while you got 80 hp, luger and 60% in small guns? Stat-based and strategy basically capsize each other because if it was truly strategy game, the best strategist would always win. But because the one who has best stats most likely wins, it cannot be strategy game. If the best strategy is to have best stats, then it's just stat-based game again.

Stat based game is very bad for multiplayer. That's because stats equal time which you spend in grinding (levelling, crafting, encounter hunting). Just because someone happened to spend some hours in some task that did not involve much skill or thought it doesn't mean that he gets to choose what happens to other players. Games that do have settings where time equals pvp effectivity have perma-death or disastrous penalties from defeat. For example browser-based town-conquest game Travian rewards from playing it alot, but you could lose everything you've worked for in it aswell. Not that I want that in fonline, it's just to show what's the price to pay for balanced grinding mmo.
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Re: Merge RT and TB combat
« Reply #7 on: October 07, 2010, 07:04:43 pm »

10PE kamikaze earlier sequence instakill sniper builds :'(
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Cultist

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Re: Merge RT and TB combat
« Reply #8 on: October 07, 2010, 07:35:43 pm »

10PE kamikaze earlier sequence instakill sniper builds :'(

3% chance of success, low hp. Superior strategy doesn't always win in games or irl, of course a minigunner with 5 times more health is going to win unless you are incredibly lucky. Even in that situation its more likely the sg build would go first since bgers have about max 7 pe, and who knows maybe he'll cripple his arm and render the guy defenseless.
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The pervert, the pathological, the prophet
I'm the second coming, the Anti-Christ, the final conflict
Who got nuclear weapons and a suicidal doctrine?
The cult leader, and I'll never stop until I got you locked in
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