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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Michaelh139 on July 15, 2010, 10:33:32 am
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Looking at it from the TB perspective on how Sequence is used: "You are more likely to have your turn before an oppenent" could be slightly modified to fight RT battles.
Modified RT perspective: "You are more likely to make your move before your opponent"
Lets say one player has 10 Sequence and the other has 11 sequence, they each have 95% to hit with 10mm pistols.
They both (START) to pull the trigger to shoot each other at the same time.
The player with 11 sequence would pull the trigger before the player with 10 sequence thus hitting the player with 10 sequence first and possibly killing him, saving him yet another bullet in his already disfigured arse.
I haven't looked at all the possibilties on how good or bad this would affect pvp or pve so feel free to make any suggest any modifications.
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could be interesting, the sequence determines the attack animation speed, or something like than, but this would fuck up unarmed/melee characters even more and make them totally useless in RT because of their 2 sequence...
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could be interesting, the sequence determines the attack animation speed, or something like than, but this would fuck up unarmed/melee characters even more and make them totally useless in RT because of their 2 sequence...
Indeed... Good idea anyways.
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Wow , great idea man. ;)
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It's like when we used to crave for AP determining running speed. Sequence could be a variable that works like "the time it took this particular Clint Eastwood to point and shoot" or "the time it took this Bruce Lee to uppercut that poor bastard". What I think I mean, sequence would become the attack speed, finally becoming a factor in the success of battles and something for players to be worried about and therefore picking the currently useless perk of Gain Sequence.
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It's like when we used to crave for AC determining running speed. Sequence could be a variable that works like "the time it took this particular Clint Eastwood to point and shoot" or "the time it took this Bruce Lee to uppercut that poor bastard". What I think I mean, sequence would become the attack speed, finally becoming a factor in the success of battles and something for players to be worried about and therefore picking the currently useless perk of Gain Sequence.
Exactly my point, Imagine actual ninjas going behind some powerbuild cutting them 3 times with blinding speed, running and coming back, it'd bring awesome guerrilla warfare elements with melee.
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But on other side. For example all snipers have arround 18 or 20 sequence and all biggunners about 5 or 8.
So if will be 1x big gunner VS 1x sniper is small room, sniper will be have 2 first shoots beacuse big gunner have less sequence than sniper ?
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Looking at it from the TB perspective on how Sequence is used: "You are more likely to have your turn before an oppenent" could be slightly modified to fight RT battles.
Modified RT perspective: "You are more likely to make your move before your opponent"
Lets say one player has 10 Sequence and the other has 11 sequence, they each have 95% to hit with 10mm pistols.
They both (START) to pull the trigger to shoot each other at the same time.
The player with 11 sequence would pull the trigger before the player with 10 sequence thus hitting the player with 10 sequence first and possibly killing him, saving him yet another bullet in his already disfigured arse.
I haven't looked at all the possibilties on how good or bad this would affect pvp or pve so feel free to make any suggest any modifications.
I am against this.. i thing that PvP should be more about players skill, not about char skill like now..
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I am against this.. i thing that PvP should be more about players skill, not about char skill like now..
Well with big gunners moving equally fast and shooting even faster while run/bursting its kinda unbalanced as it is so if we could modify this correctly to builds it would actually finally balance things hopefully.
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Sequence only determines the first shot, anything else is player speed therefore agi.
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what about higher sequence = faster ap recovery? not by much, but enough to make a difference
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what about higher sequence = faster ap recovery? not by much, but enough to make a difference
Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
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Sequence in TB is applied only at the begining, it determines, who will start the fight, who will be next, who will be last... Next round is then running in same order. So what about implement a kind of delay in RT?
For example, player A has 10 sequence, player B has 12 sequence, so when they encounter, player A will have 2 AP points in red (similiar as knockout countdown) and will have to wait before he can shoot. He will be able to move however. Maximum delay will be set to 6 (in case of melee vs sniper).
Melee/unarmed players with low sequence will not be so much affected by this, as they have to run close to opponent anyway.
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I was just thinking about sequence issues and found this thread
I am against this.. i thing that PvP should be more about players skill, not about char skill like now..
this is an RP game like it or not, if you want to compete for "twitchiest mouse" then maybe play counter strike or start your own server where only one build, one gun and one armor is allowed. PvP is about character skill for so many reasons other than this one, and, if a characters build is high sequence chances are that he needs that sequence to survive properly. To remove this one aspect from RT combat doesn't even the scoreboard what so ever, it only tilts the odds away from one character type and in favor of everyone else competing against him. Every other character skill still comes into play here so why truncate just this one?
Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
If someone is quick off the mark with their first shot then chances are they will be with their second and third shots too. increasing AP regeneration simulates this pretty well I would think. At least it's a start. It could also effect the combat buffer (which we are currently lacking but which has been suggested to prevent things like dying before screen is even loaded) in some way or it could just speed up the characters firing motion slightly so that if two people shoot each other at the same time the one with higher sequence will end up firing first as his characters shooting animation is slightly sped up (by only a fraction of a second) as initially suggested here. Wouldn't one or all of these things simulate sequence? and if we don't want sequence in RT why keep it in the game at all?
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But on other side. For example all snipers have arround 18 or 20 sequence and all biggunners about 5 or 8.
So if will be 1x big gunner VS 1x sniper is small room, sniper will be have 2 first shoots beacuse big gunner have less sequence than sniper ?
Normal BROF build would have 12 Sequence, EW/RL biggunners usualy about 16 and snipers up to 20.
However, PE already affects sight range and hit chance, so it'd be a little weird to have that many things.
But would be definetly interesting to see a little more disadvantage in close range even with low perception (some melee powerbuilds etc).
This would however also punish psycho, which is not nice :<
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Totally senseless, that's not the point of the sequence. It's: who shot first? And you can't apply that in RT. Sequence just can't be in RT fight.
I agree. In my opinion implementing (if possible) sequence in RT would make it look like a TB more, affect in some kind of lags or so.
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I agree. In my opinion implementing (if possible) sequence in RT would make it look like a TB more, affect in some kind of lags or so.
I don't think that RT "looking" a bit more like TB is a problem, that already happens anyway when everyone has used up their initial full AP. weather its possible is another story.
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Yes buff snipers some more , this is not gonna get implemented that's for sure .
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Besides, it's impossible for 2 players to shoot each other at exact same time. And even if it would be that they shoot each other "within X amount of seconds", the server can't predict when two players are going to shoot each other, which means that every time someone shoots, there would have to be a delay for the server to respond to give time for the other player to shoot back. It's just not possible.
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The concept was mostly about sequence determining how fast the animation for your actions are.
guy with 5 sequence shoots and it takes 1.3 seconds.
guy with 10 sequence shoots and it takes 1.2 seconds.
Understandable?
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The concept was mostly about sequence determining how fast the animation for your actions are.
guy with 5 sequence shoots and it takes 1.3 seconds.
guy with 10 sequence shoots and it takes 1.2 seconds.
Understandable?
Yes but why does it have to be character-based? Don't you think it would matter a bit what kind of gun you're holding and what direction you're facing. Wouldn't it make more sense and increase the quality of gameplay if a guy who's not facing the right direction and holds a heavy gun shoots after a pistolguy behind him?
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Sequence is purely TB concept which have nothing to do in RT. In other games/simulations sequence is always in some way in TB combat but never in RT. You dont have to look for some twisted way to use it just because you can read it in your char.
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Yes but why does it have to be character-based? Don't you think it would matter a bit what kind of gun you're holding and what direction you're facing. Wouldn't it make more sense and increase the quality of gameplay if a guy who's not facing the right direction and holds a heavy gun shoots after a pistolguy behind him?
Your post is really confusing me. Try some more detail.
Sequence is purely TB concept which have nothing to do in RT. In other games/simulations sequence is always in some way in TB combat but never in RT. You dont have to look for some twisted way to use it just because you can read it in your char.
But... Why not? And why must you call it twisted? What happened to the word "Modified"?
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Your post is really confusing me. Try some more detail.
The point was that instead of being dependent on PE, the characters reaction speed would depend on his equipment and ingame positioning. Heavy gun turns slower than pistol, thus it has more delay before shooting. A guy who has his back turned against enemy has a delay before his attack launches because he has to spend time turning. Sequence could be active factor rather than passive.
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The point was that instead of being dependent on PE, the characters reaction speed would depend on his equipment and ingame positioning. Heavy gun turns slower than pistol, thus it has more delay before shooting. A guy who has his back turned against enemy has a delay before his attack launches because he has to spend time turning. Sequence could be active factor rather than passive.
Sequence depends on Agility and PE.
And I highly doubt this is possible. Besides I see alot of people complaining to no end about it. Besides, a characters reaction speed logically does affect how quickly he can react. Between what he is able to sense and how fast he is able to move makes perfect sense just as well.
But I do see Armor and weight in inventory affecting sequence maybe.
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Sequence depends on Agility and PE.
False, only PE (PE*2), the description is wrong.
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False, only PE (PE*2), the description is wrong.
I stand corrected.
Odd though, you would think it did...
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im not sure what you mean by your suggestion, but this is what kind of imagination i got (and i like it)
the more sequence you got, the faster your char reacts to fire when you click on enemy.
if for example, sniper has 20 sequence, he can instantly shoot at enemy.
a guy with 12 sequence, he will have small disadvantage(8 sequence less, he could have like... 0.8 second reaction, so it takes almost a second for him to react to shoot, and 17 sequenced has 0.3 second reaction slowed). that was just an EXAMPLE.
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If for every 5-10 seq you have, your animation skips a few frames, then TB style builds would still be dangerous in RT, also if you actually made AGI boost seq like PE and lowed the PE amount to half it's value snipers would be more balanced if this was added, since most BG's take at least 6 PE, if not 8, plus cigs, it really won't be massively different, the main problem is crits, which has always been the problem, if snipers didn't have insta rape crits then this would be a viable suggestion.
-Ulrek-