fodev.net
Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Roachor on January 14, 2010, 07:18:22 pm
-
To try and solve to problem of using melee in RT and to make the game more based on how good your character is instead of who shot first, I'm suggesting we take elements of the FOT auto attack system. If the only available mode was "sentry mode" where you would auto attack anyone who engaged you first (after that by sequence) then people couldn't just use the system to kill everything without paying attention. This would make sequence have a use in RT combat and make RT pve more viable. When attacking with auto attack you select your target and then begin to open fire as long as that character is within range, if you are a melee character you will sprint to that persons location in order to continue to hit them. This would solve the current problem of not being able to hit people walking away.
-
The automated attackingsystem will help gridcampers ALOT... they won't even have to play anymore if the FOT aoutoattacksystem would be implemented.
-
The automated attackingsystem will help gridcampers ALOT... they won't even have to play anymore if the FOT aoutoattacksystem would be implemented.
They still have to be there to click the person, it's just after the first attack click it automatically goes on... It's not like it's an automatic retaliation bot which kills anything it sees on sight without a person even being there.
-
We can finally use the auto buttons!
(http://img15.imageshack.us/img15/2194/autoze.th.jpg) (http://img15.imageshack.us/i/autoze.jpg/)
Right at the bottom. I'll be honest, they don't look as good as I remember. Part of me wonders what they were originally for.
-
FOT style auto attack system for RT combat
I suggested exacly the same thing some time ago. Auto attack along with auto aim and running as a default mode would save your left mouse button a lot.
-
I suggested exacly the same thing some time ago. Auto attack along with auto aim and running as a default mode would save your left mouse button a lot.
... and also would save brain from being used.
Want autoaim, autofire and auto-everything - play Quake or something. There's no need to think a lot, prepare any tactic or plan anything - just point & click, simple as ... well, just simple. Auto-firing of some sort will, in my opinion, only increase number of idiots in this game, nothing more.
-
... and also would save brain from being used.
Want autoaim, autofire and auto-everything - play Quake or something. There's no need to think a lot, prepare any tactic or plan anything - just point & click, simple as ... well, just simple. Auto-firing of some sort will, in my opinion, only increase number of idiots in this game, nothing more.
You probably never played Quake on competitive multiplayer, right?
-
A picture says a thousand words, so here we go.
Case A:
"Hicks, did you hear that?"
"Hear what, private?"
"There's someone moving in that treeline."
Corporal Hicks took aim at the treeline, but didn't see anything. The rest of the squad formed a perimeter and started scanning their immediate surroundings. Suddenly, a bullet whizzed through the air and hit private Hudson's vest, knocking him down.
"Where the fuck did that come from?" - yelled Hicks.
"I've no idea, we have to get the hell out of here!" - replied Vasquez.
"House, 12'oclock, move!"
The marines took cover, located the enemy after receiving more incomings and finally started fighting back.
Case B:
"Hicks, did you hear that?"
"Hear what, private?"
"There's someone moving in that treeline."
Corporal Hicks took aim at the treeline, but didn't see anything. The rest of the squad formed a perimeter and started scanning their immediate surroundings. Suddenly, a bullet whizzed through the air and hit private Hudson's vest, knocking him down.
"Target aquired!" - yelled Hudson immediately after getting on his feet and starting to put some rounds in the targets hiding behind the junk opposite the aforementioned treeline.
Some bullets did impact the ground around him, sonic cracks and everything and in a matter of seconds the entire squad was returning fire.
"Let's rock!" - Vasquez's war cry pierced the air as she cut the enemy down with her LSW.
"Yeah!" - replied Drake instantly blowing the head off the guy who just barely missed him a moment ago.
... and so the marines repelled yet another illegal alien incursion from across the border.
Now, which one do you preffer in FOnline? Auto-return fire/autosentry is a bad idea, as it removes any pressure on remaining aware of the situation and your surroundings, therefore reducing the surprise effect of any well executed move. On the other hand, autoattack with melee and unarmed is a good idea.
-
You probably never played Quake on competitive multiplayer, right?
Wrong. I'm trying not to speak about things I've never seen or used before.
I had some episodes with Quake 2, 3, and Counter Strike, not professional tournaments of course - just some fun with my friends: deathmatches, sometimes CTF. And if I would like to play it again, I assure you - I can install these games by myself. I just don't want one of my favourite games to become "yet-another" brainless shooter, that's all.
-
... and also would save brain from being used.
Want autoaim, autofire and auto-everything - play Quake or something. There's no need to think a lot, prepare any tactic or plan anything - just point & click, simple as ... well, just simple. Auto-firing of some sort will, in my opinion, only increase number of idiots in this game, nothing more.
Having to click twice instead of once to perform a simple, repeatable action has nothing to do with thinking, it's just bad design.
Auto-return fire/autosentry is a bad idea, as it removes any pressure on remaining aware of the situation and your surroundings, therefore reducing the surprise effect of any well executed move.
The problem is that it's your character that is supposed to see the enemy, not you as a player. It's obvious that auto return-fire cannot work when your attacker is out of your character's sight range for instance.
-
The problem is that it's your character that is supposed to see the enemy, not you as a player. It's obvious that auto return-fire cannot work when your attacker is out of your character's sight range for instance.
The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range. Let's get practical. Do you want combat that cares to have at least a bit of pretensions towards realism or droid battles? Cause I'd pick the first one anytime, anyday. And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character. If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
-
The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range.
If sneak mode is ever implemented properly, it wont be a problem. And the only consequence of auto return-fire option would be that you could just leave your character for a while and it would be more safe than it is now. It shouldn't harm anyone for no reason.
And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character.
And that's why character control in FoT is something worth taking example from.
If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
Was it in FoT? ;)
-
The problem is that using FOnline mechanics your character is basically a combat drone with 360 degree, 24hour/7 days a week 100% situational awareness in his or her PE range. Let's get practical. Do you want combat that cares to have at least a bit of pretensions towards realism or droid battles? Cause I'd pick the first one anytime, anyday. And remember than in F:Tactics you had to control a squad, while in FOnline you get a single character. If you make it too easy tactics go down the garbage bin and everything is going to be settled by stats and luck.
You're not understanding what I suggested. The auto attack would not be to engage combat, that you'd still have to click on your opponent. The retaliation once they open fire isn't about being 100% alert at all times, most people notice when they get shot. This would make your build actually matter since as it is, sequence isn't rally used and even 10 endurance chars with life giver still have a relatively small health pool for the damage levels in game. You can still get killed one shot by a big gun or plasma nade.
-
my suggestion give run attack mode for melles :)
-
The retaliation once they open fire isn't about being 100% alert at all times, most people notice when they get shot.
Of course they don't when taken by surprise since most PvP weapons have a range of over a screen - to control the area 360 degrees around you the resolution would have to be at least 2 times bigger and characters would look like the ones in Settlers series. This small resolution creates a somewhat realistic tunnel vision effect - you're able to react fast if you're doing CQB, but you're way slower if you're looking far away (ie. using the scope or stuff like that). Autosentry would kill that as most PvP builds have high PE, so it would make the game simpler, less demanding - and therefore worse. And stop comparing Fallout: Tactics with FOnline as far as any kind of automanagement goes, it's like comparing Warcraft 3 and Diablo; different genre, different scale.
-
And stop comparing Fallout: Tactics with FOnline as far as any kind of automanagement goes, it's like comparing Warcraft 3 and Diablo; different genre, different scale.
Fonline combat system cleary follows the example of FoT and the devs confirmed it many times, so comparing these two games is not out of place.
Of course they don't when taken by surprise since most PvP weapons have a range of over a screen - to control the area 360 degrees around you the resolution would have to be at least 2 times bigger and characters would look like the ones in Settlers series. This small resolution creates a somewhat realistic tunnel vision effect - you're able to react fast if you're doing CQB, but you're way slower if you're looking far away (ie. using the scope or stuff like that).
And that's the point - the game isn't meant to be about how fast YOU react, but how fast your CHARACTER does and this should be dependant on a sequence. Also think about those that can't use max resolution.
Autosentry would kill that as most PvP builds have high PE, so it would make the game simpler, less demanding - and therefore worse.
Nope, it would make a CHARACTER CONTROL simpler and there is a difference.
-
Fonline combat system cleary follows the example of FoT and the devs confirmed it many times, so comparing these two games is not out of place.
The obvious difference being that FT had a squad of up to six characters while in FO you've got one. You couldn't micromanage six characters the way you can micromanage one, so FT required additional help FO doesn't require. Hence this comparison is only valid as far as translating action points into the real time combat goes. Oh, and sequence didn't matter in FT rt mode either.
And that's the point - the game isn't meant to be about how fast YOU react, but how fast your CHARACTER does and this should be dependant on a sequence. Also think about those that can't use max resolution.
Than how about pushing your argument a bit further and making AI do everything for you once you enter combat mode? After all it's your character fighting, not you. Autosentry removes the decision on which piece of the field you cover, and that's VERY important as far as tactics go. It's a push for "let's make everything go on by itself", as opposed to "let's keep it simple and tactical." Logically, it alienates the player from the character he controls - how can I get involved if my character suddenly reacts to a threat I didn't perceive? I mean, I could place my sniper char in a city, go for a cofee break and notice that "I" have won an engagement a few minutes ago upon my return - which wasn't the case in FT because you had to constantly adjust the positioning of your troops. Besides - can't use max resolution? You mean can't use 1280x1024, which is almost as tunnel vision heavy as 1024x768? Come on. Even the guys with really old machines are on equal footing with the latest alienware here.
Nope, it would make a CHARACTER CONTROL simpler and there is a difference.
How can you just say "nope" without dismantling my argument about tunnel vision first? Sadly, you can't really challenge that statement because it's true.
-
The obvious difference being that FT had a squad of up to six characters while in FO you've got one. You couldn't micromanage six characters the way you can micromanage one, so FT required additional help FO doesn't require. Hence this comparison is only valid as far as translating action points into the real time combat goes.
Yes, you have stated that before. I played a lot in FoT with just 1 character (usually a sneaker) and even this way I found auto attack an extremely useful option. Sneaking upon the enemy with a shotgun and toggling "aggresive" mode being just behind his back was very comfortable, especially when you wanted to kill more than one enemy, since it eliminated the risk of f.e. missclicking in a heat of fight.
Oh, and sequence didn't matter in FT rt mode either.
And the author of this topic have found a good way for it to start matter.
Than how about pushing your argument a bit further and making AI do everything for you once you enter combat mode? After all it's your character fighting, not you.
You are pushing the idea into extreme. There is also a difference in automating repeatable actions and automating making decisions. The more automated it is to perform a simple action the more you can concentrate on making real decisions.
Autosentry removes the decision on which piece of the field you cover, and that's VERY important as far as tactics go.
Obviously during more complex, tactical battles you may like to switch "autosentry" off. Don't forget that 95% of all the fights in Fonline are 1v1, 2v1, 3v1.. 10v1 etc. though, where there is no tactics but "who clicks first" fest. Instead of that, a sequence check would be relevant, since it should be nothing else than auto-reaction time.
how can I get involved if my character suddenly reacts to a threat I didn't perceive?
Your perception stat should matter, not resolution.
I mean, I could place my sniper char in a city, go for a cofee break and notice that "I" have won an engagement a few minutes ago upon my return
If you don't mind the risk, then yes, why not.
Besides - can't use max resolution? You mean can't use 1280x1024, which is almost as tunnel vision heavy as 1024x768? Come on. Even the guys with really old machines are on equal footing with the latest alienware here.
A lot of people play on laptops, since this game doesn't require much from your gear. Many laptops can't operate 1280x1024.
How can you just say "nope" without dismantling my argument about tunnel vision first? Sadly, you can't really challenge that statement because it's true.
Play 800x600 if you like it so much ;)
-
Yeah my laptop is like 1200 x 680 so I can't use that resolution. :/