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Poll

Should be implemented or no?

Yes
Yes, but with more discussion.
Whatever.
no, not really needed but i would like to discuss more.
NOOOO!!!!!!!!!!!!
Piss off, you know nothing. >:(

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Author Topic: Implementing sequence into RT fights.  (Read 3332 times)

Michaelh139

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Implementing sequence into RT fights.
« on: July 15, 2010, 10:33:32 am »

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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gordulan

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Re: Implementing sequence into RT fights.
« Reply #1 on: July 15, 2010, 03:13:10 pm »

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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Haraldx

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Re: Implementing sequence into RT fights.
« Reply #2 on: July 15, 2010, 03:24:33 pm »

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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KraftikBG

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Re: Implementing sequence into RT fights.
« Reply #3 on: July 15, 2010, 03:35:22 pm »

Wow , great idea man. ;)
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Archaeon_dude

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Re: Implementing sequence into RT fights.
« Reply #4 on: July 15, 2010, 05:16:15 pm »

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.
« Last Edit: July 24, 2010, 03:01:54 am by Archaeon_dude »
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Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #5 on: July 15, 2010, 09:47:13 pm »

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.
« Last Edit: July 16, 2010, 08:43:39 am by Michaelh139 »
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Re: Implementing sequence into RT fights.
« Reply #6 on: July 16, 2010, 08:51:13 am »

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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Lordus

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Re: Implementing sequence into RT fights.
« Reply #7 on: July 16, 2010, 11:50:21 am »

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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Michaelh139

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Re: Implementing sequence into RT fights.
« Reply #8 on: July 16, 2010, 07:36:01 pm »

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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Re: Implementing sequence into RT fights.
« Reply #9 on: July 16, 2010, 08:32:54 pm »

Sequence only determines the first shot, anything else is player speed therefore agi.
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Re: Implementing sequence into RT fights.
« Reply #10 on: July 18, 2010, 02:24:35 am »

what about higher sequence = faster ap recovery? not by much, but enough to make a difference
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Crazy

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Re: Implementing sequence into RT fights.
« Reply #11 on: July 18, 2010, 03:50:13 am »

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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Re: Implementing sequence into RT fights.
« Reply #12 on: July 20, 2010, 10:32:46 am »

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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jonny rust

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Re: Implementing sequence into RT fights.
« Reply #13 on: July 03, 2011, 06:42:46 pm »

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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Johnnybravo

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Re: Implementing sequence into RT fights.
« Reply #14 on: July 04, 2011, 01:24:50 am »

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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