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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: T-888 on October 27, 2011, 10:25:00 pm

Title: Action point regeneration.
Post by: T-888 on October 27, 2011, 10:25:00 pm
This is a suggestion that could give more variation to the current combat system we use , but i am not sure if it can be implemented with current engine , anyway i don't see the harm to suggest this and find out , simply put if a developer tells us this is impossible to implement then it is impossible , if a developer doesn't tell us anything then it is possible and maybe they will consider this or not , well if this isn't planned or considered we will probably gonna know about it , but i am willing to take these odds.

Real time mode presented as CTB , continues turn based by the fallout tactics developers in witch everyone can act at the same time, and action points are regenerated at a rate based on Agility , in fonline it is based on action points if i am not mistaken. Being more specific we regenerate a fixed amount of action points based on our maximum action point count , only if we aren't doing any actions picking up items , opening doors , shooting , reloading etc. etc. well you all know how RT goes now.

So my suggestion is to allow actions points to regenerate at a decreased speed while running and walking.

I will not give a exact number how much , there is where this community comes in , if this will be somewhat accepted we can all discuss about specifics.

I don't want to make some poll , want you to actually write if you like this idea because mostly people write what they don't like , this may waste a possibly good suggestion.
Title: Re: Action point regeneration.
Post by: Ganado on October 27, 2011, 10:29:16 pm
Poor unarmed characters.  :'(
Wouldn't this also just make snipers more powerful since they could shoot from 50 hexes, then walk/run away while still reloading APs, so that the enemy can never get into range?
Title: Re: Action point regeneration.
Post by: T-888 on October 27, 2011, 10:40:33 pm
Poor unarmed characters.  :'(
Wouldn't this also just make snipers more powerful since they could shoot from 50 hexes, then walk/run away while still reloading APs, so that the enemy can never get into range?

It doesn't make anyone more powerful it gives more utility to everyone , not only snipers imagine a big gunner chasing a sniper with avenger minigun in his hands while he is in range. This exact scenario you are describing , it's called guerilla tactics , not exactly but similar. Therefore more variations in combat and if we would make the AP regeneration while running and walking " balanced " you know get it right it wouldn't make such a big deal you think.

About unarmed characters , the solution is to increase the range witch they can hit a target and or decrease the actions points of enemy target when hit by unarmed or a melee hit therefore balancing this feature. Would make it interesting if an unarmed character gets into range he could still chase, regenerate action points and hit. Even more variation in combat.

This all requires work , i know that but the game has so much potential i can't even grasp it.
Title: Re: Action point regeneration.
Post by: RavenousRat on October 27, 2011, 10:47:46 pm
AP regeneration is based on AP and not on AG, because Jet and Action Boy perk would be useless then, as it would give you only starting APs.
And AP regenerating while moving was suggested already and of course it wasn't good idea, because:
Poor unarmed characters.  :'(
They're already not so good to play, as enemy can always simply run away from you, with this suggestion he won't only run away, but also will shoot you from time to time.
I think removing APs while moving is much better ^_^ And Bonus Move perk could affect it somehow in RT.
Because of removing APs while moving, it could regenerate much faster than now.
And of course impossibility to run when you have 0 APs left, only walk, and no AP degeneration when walking.
But again, then unarmed/melee won't do anything, if they will chase thier target, they will have no AP to do something with it.
This suggestion won't affect SG/BG/EW/Throwers much as they all will suffer (well bursters will suffer more), and will nerf unarmed/melee only.
Title: Re: Action point regeneration.
Post by: T-888 on October 27, 2011, 11:05:03 pm
AP regeneration is based on AP and not on AG, because Jet and Action Boy perk would be useless then, as it would give you only starting APs.

Thank you for clarifying it for me.


And AP regenerating while moving was suggested already and of course it wasn't good idea, because:They're already not so good to play, as enemy can always simply run away from you, with this suggestion he won't only run away, but also will shoot you from time to time.
I think removing APs while moving is much better ^_^ And Bonus Move perk could affect it somehow in RT.
Because of removing APs while moving, it could regenerate much faster than now.
And of course impossibility to run when you have 0 APs left, only walk, and no AP degeneration when walking.
But again, then unarmed/melee won't do anything, if they will chase thier target, they will have no AP to do something with it.

This suggestion won't affect SG/BG/EW/Throwers much as they all will suffer (well bursters will suffer more), and will nerf unarmed/melee only.

Unarmed of melee weapons shouldn't ever be as powerful as a gun , they were exceptionally weaker in all fallout series so i don't see the point of changing that. Read my previous post i told it how it could be somehow balanced.

The bold part is useless you stated an argument and answered it by yourself , that wouldn't help unarmed or melee characters at any way.

This would make the game more tactical if snipers have a good position on a clear field it wouldn't be just so easy as to rush from one side. More variation in combat.

If someone wants 2238 combat to be more interesting they should find reasons why it should be implemented rather than telling why it is not good and not finding solutions.
Title: Re: Action point regeneration.
Post by: RavenousRat on October 27, 2011, 11:18:46 pm
Unarmed of melee weapons shouldn't ever be as powerful as a gun , they were exceptionally weaker in all fallout series so i don't see the point of changing that. Read my previous post i told it how it could be somehow balanced.
They shouldn't be powerful if they don't consume resources and don't deteriorate (spears, knives, etc.), but unarmed/melee weapon which deteriorates and has ammo could be compared to ranged weapon.

About unarmed characters , the solution is to increase the range witch they can hit a target and or decrease the actions points of enemy target when hit by unarmed or a melee hit therefore balancing this feature. Would make it interesting if an unarmed character gets into range he could still chase, regenerate action points and hit. Even more variation in combat.
Force Ki Punch on 5 hexes? Magic ass kick on 10 hexes? I don't understand.
About "decrease AP when hit with unarmed/melee", you 1st need to reach him.. he would simply run away from you, ok, you hit him once, then while you'll play your punch animation, he'll be far away from you on >2 hexes and you will never do it again.

Also I can understand your AP regeneration while moving. I once was making one shooter/arcade map for wc3, the combat system was almost similar to current FOnline. We were testing with friend fighting with each other, and we noticed that it's really boring and looks stupid to stand on one place and wait till APs regenerate to fight again, it looked so retarded that I made what you right now suggested, regenerate APs on decreased speed while moving, there it worked, because ranged characters had much less movement speed than melee, here in FOnline, everyone moves at the same speed. You suggested to make melee/unarmed not melee, by increasing thier range? What is it then? Short ranged infinite-ammo snipers?
Title: Re: Action point regeneration.
Post by: T-888 on October 27, 2011, 11:30:48 pm
They shouldn't be powerful if they don't consume resources and don't deteriorate (spears, knives, etc.), but unarmed/melee weapon which deteriorates and has ammo could be compared to ranged weapon

Melee weapons are called melee weapons for a reason it is meant for close combat the same goes for unarmed , so your argument is in denial with itself. So it deteriorates and has ammo how it makes it the same as a sniper rifle or avenger minigun , does your ripper or arm shoot bullets ?

Force Ki Punch on 5 hexes? Magic ass kick on 10 hexes? I don't understand.
About "decrease AP when hit with unarmed/melee", you 1st need to reach him.. he would simply run away from you, ok, you hit him once, then while you'll play your punch animation, he'll be far away from you on >2 hexes and you will never do it again.

I said specifics can be discussed not trolled.

At least 1 or 2 hexes increased range could do the trick fine. About reaching the target it is the same issue as right now , while the punch animation is made he won't get very far don't over exaggerate , if he wants to shoot again he has to stop and you will be able to hit him again , you over exaggerate again it won't be " never again ".

Maybe unarmed , melee hits could force targets to walk only for a period of time. This for forcing players to walk when hit by unarmed or melee hits , could be implemented without this suggestion.There is a solution for everything ALWAYS , only sometimes it is easier to think of it.

You suggested to make melee/unarmed not melee, by increasing thier range? What is it then? Short ranged infinite-ammo snipers?

Already explained and found a solution.

We can find solutions and ways how to balance and make this game much more better if we discuss not only deny , when the fuck , people will understand that.
Title: Re: Action point regeneration.
Post by: Cold_Fusion on October 28, 2011, 09:44:08 am
I think removing APs while moving is much better ^_^ And Bonus Move perk could affect it somehow in RT.

Yup, it would finally make HtH combat somewhat balanced.
With Bonus move "yellow" action points regenerating separately and being used for movement only, so that even when normal ones are used up, these will enable movement and also these being used for movement first, before normal ones. Doesn't seem hard to implement, since every 2 "yellow" APs regenerate only once per turn and are independent from total APs, so they always have the same regen rate.
(I know I'm repeating myself a lot within those couple sentences, just wanted to make my point of view clear for everyone).

;)
Title: Re: Action point regeneration.
Post by: LagMaster on October 28, 2011, 10:39:43 am
how about a new AP bar, called movement bar. if the MP bar has MP in it the AP bar recahrges normaly, if it is deapbled by moving/ running and the AP will not recharge

the max MP can be determinated by END, so 4 end snipers will not be able to shot and run like a 10 end BGner tank

and here some use to bonus move perk
Title: Re: Action point regeneration.
Post by: avv on October 28, 2011, 11:21:17 am
Long range fighters would benefit most for sure because they would get few free shots if there's enough room to keep running. Unarmed would be even more pointless but it's already pointless beyond saving.

In the end ap regen while moving wouldn't be that big deal, it would mostly affect small group and rambo pvp anyway.
Title: Re: Action point regeneration.
Post by: T-888 on October 28, 2011, 12:52:00 pm
Yup, it would finally make HtH combat somewhat balanced.
;)

Sure it will until guys with guns gonna start using bonus move perk in real time. Pointless change.

:)

how about a new AP bar, called movement bar. if the MP bar has MP in it the AP bar recahrges normaly, if it is deapbled by moving/ running and the AP will not recharge

I don't see the reason for this movement bar. What it will bring to the 2238 combat system ? As far as i understand it would be just a limitation towards fast paced pvp , hey no offense we could then just disable running while in combat , this place would become more like requiem and some tla , yuck!

Long range fighters would benefit most for sure because they would get few free shots if there's enough room to keep running. Unarmed would be even more pointless but it's already pointless beyond saving.

In the end ap regen while moving wouldn't be that big deal, it would mostly affect small group and rambo pvp anyway.

Nobody has even asked me specific numbers , the rate at witch you regenerate action points while running. I have come up that it could be 1/4 speed of the current action points , for example if you have 12 action points you regenerate AP's while running as you had 3 points. So those snipers would have to run for a quite a while to get " free shots " , fallout maps aren't just big fields with no cover after all , i don't think someone specificly will benefit from it as i said it's just a utility for everyone.

Well i gave possible solutions to save unarmed right now , without even implementing this suggestion , it is not beyond saving. I think i have to make another suggestion for those features to be seen and acknowledged.
Title: Re: Action point regeneration.
Post by: Tomowolf on October 28, 2011, 06:33:37 pm
Implement stun, dash and slowing punches : - D. We would have real ninja wastelanders not like now punching bluesuiters.
And for real statement - unarmed& melee are only good with camping small building and can be used in TC ut they would need to outnumber enemies with BG or it would be useless shit.
Next thing is that some weapons still are like water weapons or work like stick and stones.
Moreover some dashing punches/attacks with melee weapons should be implemented to have CHANCE to hit enemy in open area(in closed area it would make it more funny but teleporting guys would not be easy to make).
Title: Re: Action point regeneration.
Post by: Jotisz on October 28, 2011, 06:45:58 pm
AP bar for movement would bring RT closer to TB which I think is one thing that would be good.
About unarmed and melee as others said their damage should be made more massive. Hitting someone with a sledge should have a greater chance for KO but should always knock back at least. Knives and spears should do a lot of damage too why cause with a gun you shoot straight so an armor should be able to defend but a circular motion with a blade could be able to go in between the holes of the armors and it should be easier then with shooting. Same goes to (spiked) knuckles.
Melee should be able to kill even a combat armor guy with 2-3 attacks (without critical hits). And it wouldn't be overpowered why cause the player would be forced to get close and two 1 hex burst usually able to finish most of the players.
Title: Re: Action point regeneration.
Post by: Johnnybravo on October 28, 2011, 07:33:48 pm
Not a bad idea, action points should either regenerate or movement should be faster. Because currently, characters with less action points have cheaper movement in CTB.

Quote
Melee should be able to kill even a combat armor guy with 2-3 attacks (without critical hits)
Blah, Blah, just no.
Title: Re: Action point regeneration.
Post by: A concerned wastelander on October 28, 2011, 08:15:15 pm
Yup, it would finally make HtH combat somewhat balanced.

Remove the one hex burst damage increase and melee weapons will get there rightful place.
Title: Re: Action point regeneration.
Post by: ThePhoenix77 on October 28, 2011, 08:36:49 pm
How about making running with 2 hand weapon use AP - I think this would give more  balance to Unarmed/Melee, have better chance of reaching ranged targets as they would have to walk to preserve AP or change weapon to 1 hand weapon which uses AP to change weapon.
Title: Re: Action point regeneration.
Post by: Chrupek on October 28, 2011, 09:11:44 pm
Excellent idea. Makes sense, but it will do p90 bursters overpowered.

I think that only theis small suggestion should be implemented: with bonus move perk, your APs regenerates while moving. slowly, of course. Like 1/4 (or 1/2 for 2x bonus move). No regeneration at all, without this perk.

and another RT unrelated perk: earlier sequence. I think that sequence should be somehow important in RT fight. Maybe high sequence should give some extra APs regeneration at start of 'resting' (standing and waiting for Aps). for example: sniper with high sequence, has 8 Aps max, but now hes drained. Hes running around corner, and there he start to rest. Normally he should wait 3 secs for 2 Aps, but with bonus of sequence, first 2 APs are spawned almost immediately. The rest Aps are growing normally.
Title: Re: Action point regeneration.
Post by: T-888 on October 28, 2011, 10:42:38 pm
Implement stun, dash and slowing punches : - D. We would have real ninja wastelanders not like now punching bluesuiters.
And for real statement - unarmed& melee are only good with camping small building and can be used in TC ut they would need to outnumber enemies with BG or it would be useless shit.
Next thing is that some weapons still are like water weapons or work like stick and stones.
Moreover some dashing punches/attacks with melee weapons should be implemented to have CHANCE to hit enemy in open area(in closed area it would make it more funny but teleporting guys would not be easy to make).

1/4 barely touches anything in this topic  , the rest is questionable personal opinion witch is really pointless unless you make a new suggestion and support it more precisely , you don't even give opinion about the suggestion itself only some byproduct problem , witch you didn't even read all posts and give opinion about the rest of solutions how to balance unarmed , melee weapons.

AP bar for movement would bring RT closer to TB which I think is one thing that would be good.
tons of pure opinion that are unimportant to this suggestion.....

RT closer to TB huh ? Please make a new suggestion , i don't see how this concerns this subject at all.

Not a bad idea, action points should either regenerate or movement should be faster. Because currently, characters with less action points have cheaper movement in CTB.

Thank you for actually noticing the suggestion itself.

Not bad a point , it would actually make sense if characters with more action points have an advantage in movement , simply put if they have more action points they would regenerate AP more faster than characters with less points , while running or walking.

Remove the one hex burst damage increase and melee weapons will get there rightful place.

Really ? Okay please make a new suggestion and lets talk about it.

Excellent idea. Makes sense, but it will do p90 bursters overpowered.

I think that only theis small suggestion should be implemented: with bonus move perk, your APs regenerates while moving. slowly, of course. Like 1/4 (or 1/2 for 2x bonus move). No regeneration at all, without this perk.


Thank you for acknowledging this subject.

I don't think it is a good idea to make such perks , everyone would take bonus move perk then another " must have perk ", it would give less space for others utilities for characters and therefore make even more alts due to unnecessary variations of them , as i said this is a utility for everyone not limited by perks or anything else to be more precise.

About the p90 being overpowered , well i personally think that big gunners would be overpowered. But i can't give any hard proof or strong arguments for that so it's pointless to mention it from my or your side , this needs a test to actually see how things go.

About sequence affecting RT combat , that really needs a new suggestion. I think something like that have been suggested , at least the concept that sequence affects RT combat , try to search for it i'm sure you will find something.

How about making running with 2 hand weapon use AP - I think this would give more  balance to Unarmed/Melee, have better chance of reaching ranged targets as they would have to walk to preserve AP or change weapon to 1 hand weapon which uses AP to change weapon.

A completly new suggestion.

So many ideas , why only in this topic ? Don't get me wrong most people here come with genuine new ideas and systems that needs a new topic for them to be discussed in order for this topic to stay somehow on track and not go completly off topic.
Title: Re: Action point regeneration.
Post by: ThePhoenix77 on October 28, 2011, 11:12:15 pm
A completly new suggestion.

So many ideas , why only in this topic ? Don't get me wrong most people here come with genuine new ideas and systems that needs a new topic for them to be discussed in order for this topic to stay somehow on track and not go completly off topic.

How is it off topic?
So my suggestion is to allow actions points to regenerate at a decreased speed while running and walking.
making running with 2 hand weapon use AP = regenerates at decreased speed
Title: Re: Action point regeneration.
Post by: T-888 on October 29, 2011, 12:38:12 am
How is it off topic?making running with 2 hand weapon use AP = regenerates at decreased speed

The thing is it may not be completely off topic , but it surfaces a brand new idea that should be discussed and overseen in a separate topic , to not make this suggestion a complete mix of various stuff , some suggests some movement action bar instead of this suggestion  , another one new fix for unarmed/melee weapon balance that concerns only one problem of my idea , in the end this discussion can end up in a big mix , barely unreadable.

It is an observation made by me , it is how some topics go to utter unreadable shit.

Making 2 handed weapons use up action points or and make them regenerate your points at decreased speed , sounds like a simple limitation , interesting but what it will achieve ? One handed and two handed weapons have already differences that makes them balanced , one handed weapons cost less action points but deal less damage at the same time , two handed weapons cost more AP and deal more damage. So you will just give a bigger disadvantage to two handed and make one handed weapons more powerful against everything including unarmed , melee weapons since two handed weapons could be used less because of that limitation , still that is not for sure. because .....

People will be still able shoot you in eyes with lazor , 223 pistol or whatever without any penalty , the same thing goes for two handed weapons they will still one hex burst you and shoot you in eyes , the decreased speed of action points regenerating while using 2 handed weapons couldn't give big enough effect to give any effective results.

So yes it is a brand new idea that concerns more weapon , skill balance than my suggestion.

My idea is that everyone has the same utility that is pretty much not limited by anything no fucking two handed weapons , no fucking perks and no fucking special stats. This feature is close to universal since the only thing that makes a difference is more action points , more AP means faster regenerating while running , since the speed is calculated from the maximum action point count it is flexible , doesn't need any perks , specials or anything.
Title: Re: Action point regeneration.
Post by: Johnnybravo on October 29, 2011, 11:53:51 pm
Also take note that if you implement only regeneration while moving, but keeping the same movement speed, critters with high amount of APs like Death Claws will still not be more dangerous, while useless vermin like rats will still be very fast compared to their agility. But high movement speed might make action points way too important, because they will get huge non-combat value.
Title: Re: Action point regeneration.
Post by: T-888 on October 30, 2011, 12:25:28 am
Also take note that if you implement only regeneration while moving, but keeping the same movement speed, critters with high amount of APs like Death Claws will still not be more dangerous, while useless vermin like rats will still be very fast compared to their agility.

How action point regeneration while running should affect running speed ?

The bold part says how it is now , i don't see how that is related to regeneration AP while running. There have been other suggestions that touches the concept of some features like perks or something else affecting the actual movement speed of your characters ability to run faster. Different stuff i can't recall precisely and i don't think i should.

Title: Re: Action point regeneration.
Post by: Johnnybravo on October 30, 2011, 01:19:09 am
There are several possible ways to handle action points per movement.
In TB, you will move 10hexes for 10AP + whatever perk bonus you have.
In CTB movement does not work that way. If you had no regeneration per movement like currently, you emulate AP cost. Faster movement would result in less time used for movement, and thus emulate more action points available with all consequences.
If you instead regenerate some AP when moving (harder to tune, because something must be default value, and people with less AP than that should even spend AP on moving :S). And you do not have full list of advantages that you have in TB either - because everyone will be moving on same speed, it is not possible to create or cut distance, even though one of the character has higher amount of action points. But it will not change game outside combat - and it will for sure make low AP characters annoying to play.
Title: Re: Action point regeneration.
Post by: T-888 on October 30, 2011, 01:41:47 am
There are several possible ways to handle action points per movement.

The thing is actions points per movement are already in TB , only the thing is you can't make each action point spent on movement make you travel further as it would seem to be faster in RT , as you stated before. But were talking about RT at least for regenerating action points while running , i don't want to get mixed up.

In CTB movement does not work that way. If you had no regeneration per movement like currently, you emulate AP cost. Faster movement would result in less time used for movement, and thus emulate more action points available with all consequences.

It would be in that case if there was regenerating action points while running and action points per movement implemented in RT.

I think i misspelled i wanted to ask you why not how regenerating actions points while running should need to affect running speed or be related to movement per action points in RT ?

Not if both features existed simultaneously. :) sorry for my error , still interesting to read.

Damn how am i tired to write " regenerating action points while running ", i think i will regenerate action points while running when i am gonna sleep. ;D


Title: Re: Action point regeneration.
Post by: Chrupek on October 30, 2011, 09:05:41 am
Dont get me wrong T-888, its still about YOUR suggestion, not offtopic.

I think that AP regeneration while running wont work correctly. Because different characters, need running for very different purposes. BG tank, need running for getting in 1-3hexes from target. In opposite, sniper characters, doesnt need running, until they're in that few hexes from bursters. Comparing only those two black/white characters, your suggestion drastically change balance between sniper vs bgner.
There are some HtH characters too, which would definately benefits after your suggestion will be implemented (still only 1v1), but its minority.

The main result would be chaos, and imbalance. Even more important END (just get shitloads of HPs, 2x toughnesses and run through battlefield).
Which i think is not good at all.

But this could be step in good direction if you allow some tactics in combat. For now, walking is completely useless in RT. We have no option, in case of movement. every char just runs, because it costs nothing. If APs could regenerate while WALKING, and doesnt regenerate while RUNNING, this could work. This could give bonus for chars in good position, and nerf running-around-bursters.

This is even more logical, than your suggestion. Because, if APs are regenerating while youre moving with heavy stuff, there should be no APs at all. But if you have bonus while moving slowly, somekind of sneaking, you can 'focus' on your target and perform another shot. While youre running, i think, you cant properly focus, on battlefield, and you just looking for cover.
Title: Re: Action point regeneration.
Post by: avv on October 30, 2011, 10:59:11 am
Chrupek if aps regened while running and walking it would mostly have impact on 1vs1 combats. In bigger scale fights group consistency wins and that can't be achieved by running around.
Title: Re: Action point regeneration.
Post by: T-888 on October 30, 2011, 02:15:56 pm
I think that AP regeneration while running wont work correctly. Because different characters, need running for very different purposes. BG tank, need running for getting in 1-3hexes from target. In opposite, sniper characters, doesnt need running, until they're in that few hexes from bursters. Comparing only those two black/white characters, your suggestion drastically change balance between sniper vs bgner.
There are some HtH characters too, which would definately benefits after your suggestion will be implemented (still only 1v1), but its minority.

The main result would be chaos, and imbalance. Even more important END (just get shitloads of HPs, 2x toughnesses and run through battlefield).
Which i think is not good at all.

What are you talking about , it will work correctly and everyone runs for the same reasons engaging enemy , retreating , changing position etc. etc. everyone will have this utility , everyone will have advantage while , retreating , chasing actions that requires you to be on the move , in this case they will regenerate some extra few action points witch wouldn't be such a big deal to drastically change the balance of current weapon system , no matter what build.

It more like seems you have problems with the current balance system rather than my suggestion. Take it somewhere else not here.

But this could be step in good direction if you allow some tactics in combat. For now, walking is completely useless in RT. We have no option, in case of movement. every char just runs, because it costs nothing. If APs could regenerate while WALKING, and doesnt regenerate while RUNNING, this could work. This could give bonus for chars in good position, and nerf running-around-bursters.

No.

One of the reasons i play 2238 is because i can still shoot someone in the head and then run , i don't want pvp here to end up sluggish like in other projects. Simple.

It's not tactical to be slow(don't mix up being careful two different things) , in any fucking way :)
Title: Re: Action point regeneration.
Post by: Johnnybravo on October 30, 2011, 02:23:22 pm
Quote
If APs could regenerate while WALKING, and doesnt regenerate while RUNNING
Action points are kind of time units, not the level of your stamina. It makes absolutely no sense to get them from walking. Again check out TB, if you are crippled, it costs you more action points to move just one hex.
Title: Re: Action point regeneration.
Post by: Chrupek on October 30, 2011, 07:48:38 pm
I have no problems with fonline. I think you have problems with reading other point of view. I made this clear, read until u get it.

If your suggestion wont make big difference (as u state), why even consider that? Just for fun of your creation?
Well it make difference, and since the difference is different to different chars, it brings inbalance. No matter how harsh u deny that.

Why not stamina? Its related, because big guns consume more APs than pistols.
APs are hard to define, but regenerate them while running is completely out of any logical in fallout universe. It will bring retarded rushes, and close fonline to hack'n'slash games. Its good as it is. Not perfect, but good.
Title: Re: Action point regeneration.
Post by: Johnnybravo on October 30, 2011, 08:58:31 pm
Sorry but you're either complete moron or you have not played Fallout.
There was NO realtime/CTB mode in original game, thus to move you had to spend 1 action point per hex moved (and if you had your leg crippled it was 3AP per hex IIRC).
Again this is what it means for realtime if realtime is supposed to play the same as turnbased/original:
Action Point would be defined as AP=Actions/Time. Time is in turns, actions are various - so for example 1AP might be 0.2shots per one turn, or 1 hex per one turn.

Now in realtime there is no such thing as turn, but it still uses rules from turnbase game, so developers might state that for example turn passes every second in realtime. That would mean every second your action points would regenerate (that means for 10AP build, it would be 1AP per 0.1s, for 20AP build, it would be only 0.05s per AP).
But every regenerated AP is still action per time - what was previously 1 hex per one turn, will now be 1 hex per one second, for 10 AP character it would mean 10 hexes per second, for 5 AP character only 5 hexes per second, for 1 second turn that is.

Currently however, you receive nothing when you are moving, no matter how much action points do you have. That means in former case everyone would move say 10 hexes per second. So obviously, builds with more than 10 action points would have disadvantage in realtime mode, while those with less than 10AP would benefit from realtime.

Regeneration makes less sense, because it addresses only a part of this RT/TB mode parity. That means if you regenerate or spend AP when moving, you allow characters to do the same actions per time in RT, but do not grant them positional advantage when they 'use' all their AP on moving.
But still, imagine again situation where turn is 1 second. Now character with 10 AP would be considered neutral for example (but ideally it would be the lowest amount of AP you can have, see later). If he moves, his action points do not regenerate. For character with 20 action points, regeneration would take those default 10 action points, and he would still regenerate 10 action points per turn (that is in this case one second). That means per one turn he could shoot twice and move 10 hexes. While the other guy could either move 10 hexes or shoot twice. Now anyone with less than 10 action points would need to lose the missing amount of action points per second of running (eg if he has 5 action points, after the second of running they are all drained, and he must stop, otherwise he would be performing more actions per turn than his action points would allow).
Bonus movement would still work, because for example guy with 10 AP and 2 extra movement points would regenerate 2 action points per second when moving.

And last thing. It's just retarded to balance around anything else, because that way it will ALWAYS alienate TB rules to RT mode.

It is NOT possible to implement sequence realtime without stopping players for a while, and would be probably better to remove it from TB as well by making TB turns simultaneous (eg. every player in turn based would play at once, but once they spend their action points they cannot play until every other player ends turn as well).


EDIT: by the way to achieve perfect balance between TB and RT (without sequence), action points would need to be REMOVED from RT (instead shooting would take some time before it's completed, so while you spend 5 AP on your shot, your enemy can travel 5 hexes), but as far as I understand engine is still kinda limiting in this aspect.
Title: Re: Action point regeneration.
Post by: Chrupek on October 31, 2011, 01:13:27 pm
No shit sherlock, really, Fallout 1&2 were in TB?! Damn.... but thanks to u i know that now:)

Really, cut that crap, and stop insulting me.

Saying that APs is simply 'time' gives me hard prove about your intelligence (yes, yours, not any of your chars).
I dont want to give you too many information, u coudl not handle that, but just think abut:

why p90 burst spend less seconds, than minigun burst. (a little help, you have imingun always in position to pull the trigger; p90 not)
why reloading of each weapon costs exact number of 'seconds'. (a little help, compare reloading RL and mauser)
why aiming in head/eyes costs more than aiming in for example arm.
why single shots form bursting weapons, costs 4/5 or similar of whole burst

After u think about it, open your mind to conclusion that APs are artificial feature, to make game balance. No 'time'. Its something more, but im pretty sure that u cant get it with your attitude. No need to explaining anybody, why walking with crippled leg, costs triple APs. Its for your convinient (balanced) play, and has nothing to do with actual speed of crippled person.
Title: Re: Action point regeneration.
Post by: T-888 on October 31, 2011, 02:15:50 pm
I have no problems with fonline. I think you have problems with reading other point of view. I made this clear, read until u get it.

If your suggestion wont make big difference (as u state), why even consider that? Just for fun of your creation?
Well it make difference, and since the difference is different to different chars, it brings inbalance. No matter how harsh u deny that.

I think your a problem itself. I am tired of people like you , you completely ignore what i said now and " I'm the one who doesn't take in account other people points " , but fuck i have pretty much quoted every single post in this topic and took notice of everyone who had something to say related to my suggestion. So yeah i really ignore you and everyone else. Stupid fuck.

My suggestion is meant to be a small utility for combat to not change anything dramaticly but still give more variation , your both going seriously off the track , you don't completely deny the current suggestion but say that " this and that doesn't make sense i think it would be better to.... " so make a fucking new suggestion. It's pointless to repeat this , people don't understand what off topic is.

I will just stick to the game and not make suggestions anymore , waste of time. It's not profitable or rewarding to make suggestions , it's not efficient , now i understand why developers rarely participates in these threads.

I won't degrade myself because of some morons. Someone can actually lock this thread. Fuck this.
Title: Re: Action point regeneration.
Post by: Graf on November 02, 2011, 07:05:01 pm
Topic of that kind is doomed to be trolled/flamed from the very beginning. I don't know, what did you expected opening it. Locked.

Also, T-888, please keep your negative emotions as far from this forum as possible. Being polite never harmed anyone, while insulting others will only lead you to further warnings or/and bans.