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Author Topic: Sequence improvement  (Read 1338 times)

Pozzo

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Sequence improvement
« on: November 16, 2010, 12:50:18 pm »

From another topic, Avv made me think about a suggestion.

One problem beginners (or not) encounter in game is "we can't even now if someone is about to shoot at you or if he just wants to talk". And it's true. If you see someone and he seems agressiv with you, your primary reaction will be to escape or to grab your weapon.

So it made me think about this idea : Sequence is quiet useless in the game for now. It could be more useful. If you want to shoot at someone, the computer make a dice roll opposing your sequence with sequence of your ennemy. If you win the roll then you shoot normaly. If you fail your roll, you don't shoot and your ennemy got a message like "someone is about to attack you, be careful !"

Even if you fail the roll, both side enter in combat mode
But if your ennemy is already in combat mode you don't have to do a dice roll, you automaticaly shoot at him.
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Andr3aZ

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Re: Sequence improvement
« Reply #1 on: November 16, 2010, 01:13:34 pm »

Yes some sensory skills would definitly be good. This could also be improved by certain perks as for example cautious nature
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avv

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Re: Sequence improvement
« Reply #2 on: November 16, 2010, 01:41:45 pm »

Pozzo your intentions are righteous but if you think about it, don't you think the information of armed char's most likely attempts should be global information? Isn't it obvious that you should see whether someone is holding his gun in relaxed position or pressing the barrel on your forehead?

See the difference: which one is more menacing?

Pic1


Or pic2


This whole problem of not knowing the enemy's intentions might just disappear on its own if certain things take place: combat doesn't rely so much on the first hit or players can certainly recognize friends and foes. Other solution would be more advanced animations due to incoming 3d models.
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Re: Sequence improvement
« Reply #3 on: November 16, 2010, 03:34:43 pm »

Just make every character that enters combat has AP dependant on sequence.
So with max possible 31 sequence (with 10 PE, Kamikaze and x3 Earlier Sequence) player will have full AP (but not more than he had before the combat had started), and with least possible 2 sequence (with 1 PE) he'll have 0% of his AP at start.

Example #1:
1 PE, 2 sequence.
10 AG, 10 AP.
Has BRoF. (i know he can't with 1 PE, just.. example, not neccessary really)

He shoots you in the eyes with shotgun, consuming 6 AP.
He has least possible sequence, so he'll start combat with 0 AP.
But he shot you, now he has 0-6=-6 AP, he's standing with 6 negative APs, so you have chance to escape or shoot back 2 times, because he's too slow with sequence.

Example #2:
10 PE, kamikaze and max out seq perks, 31 sequence.
10 AG, 10 AP.
Has BRoF.

He again shoots you for 6 AP. He has max possible sequence. so he'll have full 10 AP - 6 for shot = 4 AP. It'll work like it's now works for everyone else.
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avv

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Re: Sequence improvement
« Reply #4 on: November 16, 2010, 04:31:11 pm »

Just make every character that enters combat has AP dependant on sequence.
So with max possible 31 sequence (with 10 PE, Kamikaze and x3 Earlier Sequence) player will have full AP (but not more than he had before the combat had started), and with least possible 2 sequence (with 1 PE) he'll have 0% of his AP at start.He again shoots you for 6 AP. He has max possible sequence. so he'll have full 10 AP - 6 for shot = 4 AP. It'll work like it's now works for everyone else.

You got something there, actually. But I can already see gang dudes punching each other to deny the low ap in the beginning of combat mode.

Or players would simply stack sequence or restrain from guns that require them to wait before shooting, thus returning to the point we're now.
Since weapons deal so brutal damage, instant firing would be the top priority players would seek for their pvp builds. I don't think nobody would play serious pvp with a build that requires to regen 6 aps before shooting.

EDIT: In addition this wouldn't actually help at all. How can I know whether someone has targetted me and is regening aps to fire his gun or say hi? Unless the targetting already triggered combat mode for both.
  
Overall the point here was to find solution to the phenomena where it's hard to recognize whether someone is about to shoot you in the eyes or say hi.
« Last Edit: November 16, 2010, 04:35:31 pm by avv »
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Lordus

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Re: Sequence improvement
« Reply #5 on: November 16, 2010, 04:53:35 pm »


 I think that best aproach is not to protec players by invisible shield, but give them information that wold help them to detect if player is threat or not.

 I dont know how. Maybe if you choose awareness skill, you can see number of players killed on near his nick or whatever. But sequence as a passive ability, determined by chars attribute not by players skill is step back.
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Pozzo

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Re: Sequence improvement
« Reply #6 on: November 16, 2010, 05:08:43 pm »

Quote
This whole problem of not knowing the enemy's intentions might just disappear on its own if certain things take place: combat doesn't rely so much on the first hit or players can certainly recognize friends and foes. Other solution would be more advanced animations due to incoming 3d models.

Most of the time, the issue of a fight depends on the first and second shot.

Quote
Isn't it obvious that you should see whether someone is holding his gun in relaxed position or pressing the barrel on your forehead?

That's exactly what I was talking about but my english may be bad... With the game mechanics at this moment we can't realize your idea (or maybe with 3D models like you said) so I am trying to find another solution.
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