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If you were going to change the combat system..., ... what would you do?
*Ninesticks*
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As per the title
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vet wv marshal pvp4 community pvp20,1,0

Posted Jan 12, 2013, 1:49 pm
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I wouldn't change the combat system at all. Despite some pretty critical problems in other resgards, this is the one aspect of Dark Wind that I find irreproachable: it's the one thing that keeps me coming back to the game.

The only minor suggestion I coud make would be to go back to the old armor strenght system that kept the actual strenght of armor hidden: only the armor siding's color gave you an idea of its health. Not a big deal if this isn't implemented.
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vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:39 pm Last edited Jan 12, 2013, 11:40 pm by Groove Champion
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yeah, I like it. Its flowing enough for me, I would not want it real time, turn based is how it should be.

Balance of specs and weapons maybe
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 13, 2013, 12:08 am
Fifth
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Allow "Fire at will." character on gun fires at random target within fire arc, with a significant hit to accuracy. For close-up, nasty dogfights. Higher gun skill allows for less chance to target an ally, and higher chance to hit an enemy.

A line of sight mechanic would also allow for better surprises.
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vet wv

Posted Jan 13, 2013, 12:26 am
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More complexity in the relations between weapons and armour. Different materials giving better protection against different weapons.

Less linear armour degradation and continuous fire bonuses

More criticals for steering etc

Change how engine damage works to make it more plausible

Changes to jerry rigging... Chance of failure of repairs on return

Allocate time to repairs after scout (increases chance of return or encounter whilst looting)

Specs balancing
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 13, 2013, 9:59 am
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Forget that I praised the combat system: it's garbage! ;)

I really like what goat suggested. Put me down for backing those ideas,l at least for beta testing purposes to see how they fit. Particularly partial to continuous fire bonuses, jury rigging change, more (and more varied) criticals for steering (and I'd add ramming).
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vet combatL1 wv cont0,5,0

Posted Jan 13, 2013, 10:54 am
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Well.. this'd be the last place I'd focus for change... this is the core part of the game that keeps me coming back...
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vet wv

Posted Jan 18, 2013, 2:09 am
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Fifth said:
Allow "Fire at will." character on gun fires at random target within  fire arc, with a significant hit to accuracy. For close-up, nasty dogfights. Higher gun skill allows for less chance to target an ally, and higher chance to hit an enemy.

A line of sight mechanic would also allow for better surprises.



Had the same thought, put side and rear, and even front gunners on "opportunistic fire on closest" and drive through a melee blazing, should not incur a 1 sec retargeting penalty to keep things flowing at the cost of a massive hit penalty on the 1st round.

could add a new specialism for that too

edit: heck the targeting system needs some streamlining, remove the 1 sec targeting delay, weapons fire automatically next turn at increased hit penalty the first round(s);

weapon drop down options set to:
Opportunistic closest
Target and fire repeatedly
Target and fire once
Target


Quote:
For close-up, nasty dogfights. Higher gun skill allows for less chance to target an ally, and higher chance to hit an enemy.


Interesting, but I think bravery, at least that's the closest i can come up with that could portrait  a character's hardened nerves, could be influential in not shooting your teammates by accident lol
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 21, 2013, 11:34 am Last edited Jan 21, 2013, 12:04 pm by *Tinker*
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goat starer said:
More complexity in the relations between weapons and armour. Different materials giving better protection against different weapons.

Less linear armour degradation and continuous fire bonuses

More criticals for steering etc

Change how engine damage works to make it more plausible

Changes to jerry rigging... Chance of failure of repairs on return

Allocate time to repairs after scout (increases chance of return or encounter whilst looting)

Specs balancing


All that is gold

Would add a realistic collision system which makes you drive more carefully.

Also I don't think the combat is as fluid as it could be, instead of a turn by turn system, I would like to see a 2 turn movement phase even 3 if it's possible, and have the weapon firing inside that. MAybe using waypoints and sophisticated course correction options in the movement phase.

Would like to see blown tires in the client, and axels too for that mater as they get detached from the vehicles, rendering them out of action.

Would like to see a bunch of subsystems components in the car, or have some chassis have built-in components, something to add to variety (but this might be for another thread heh?)

Would like to see grappling harpoon and chain kind of weapons like the Reavers of Firefly use

And FoW
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 21, 2013, 11:45 am
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Yeah I can see the results if:

Move
Move
Fire
Fire
Move
Move
Fire
Fire

You end up in a bad spot that ypu can get out of next turn, and oops! That Freelance slammes 2 turns of twin HMG into that breached side armor while that MM shoves 2 turns of twin RL up my arse.

No thank you.
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vet wv gwped paintladder paintball marshal raceL10,1,0

Posted Jan 21, 2013, 8:54 pm
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no it's more like (still not crystal in my mind tho)

move & fire
waypoint/move & fire
move & fire
waypoint/move & fire
move & fire
waypoint/move & fire
move & fire
waypoint/move & fire

heck not sure really but you got automatic opportunistic fire if you want also. meaning they can target and shoot on the same turn, see explanation above
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 21, 2013, 10:18 pm Last edited Jan 21, 2013, 10:24 pm by *Tinker*
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Fifth said:
Allow "Fire at will." character on gun fires at random target within  fire arc, with a significant hit to accuracy


would like this if the character failed his discipline roll, kinda like zerkers

yeah so need new attribute... Discipline!
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 21, 2013, 10:32 pm Last edited Jan 21, 2013, 10:33 pm by *Tinker*
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"move & fire
waypoint/move & fire
move & fire
waypoint/move & fire
move & fire
waypoint/move & fire
move & fire
waypoint/move & fire "




No thanks.
The simplicity of DW is what makes it great.
(And it ALREADY has a learning curve that turns some folks off.)
Take that away, you have a more complicated game that also dumps you every time you try to exit from a loot screen.

Yeah, that will bring in new subs like crazy!!! ;)
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vet wv zom marshal paintladder cont

Posted Jan 21, 2013, 10:46 pm
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Were talking new game engine right?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 21, 2013, 10:59 pm
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yeah, I think so.

I like the way it works now too though, its very much like CW old rules. Wouldn't want it getting too much like 3rd edition.

I found chaos league kinda interesting with its pause/Timeout feature, but I never played that PvP, only solo, not sure how that would work. I ended up using the pause every second to try and get my guys to do exactly what I wanted (rather than use the agro settings)
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 22, 2013, 1:18 am
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"I like the way it works now too though, its very much like CW old rules. Wouldn't want it getting too much like 3rd edition. "

Yep, I agree with you 100%, Bastille.
The simplicity is what makes it fun.
I understand what Tinker is saying, but....

It sounds like that approach would take away from the thing that I like MOST about DW.

Seriously, a lot of are here because playing CW is such a lengthy drawn out process.
Sure, it's more realistic, but DW is waaayyyyyyyy more fun.
At least for me.
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vet wv zom marshal paintladder cont

Posted Jan 22, 2013, 3:10 am
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Im not sure how the above idea would really work though ,it might be good
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 22, 2013, 8:31 am
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The idea was to make combat smother, as in that feeling we get now when our cars are going fast, you get to see some movement then, some fluidity which is a good thing for a car combat game, but i see your points too. Yet I still think this system is dated, but i guess it's the gui that's dated with the current ghost?

Is your problem with my proposed move phase, and or weapon phase?

I think the weapon phase idea less disruptive to the current system, i think at least that it retains the spirit yet makes it faster, less things slowing you down, but probably needs more tuning

going back to the longer movement phase i'll paste a modification of it i posted in another thread :

Quote:
Yeah maybe, also just thought how much of a pita it would be at low speed while getting pummeled by rockets lol.

But say if this only kicked in at idk.. at 100mph and above and would kick in lower and lower if you had lower skilled drivers, with a cap at say 3o mph? so this means better drivers would drive like it is now, while sucky drivers could bump around on race tracks and scouts... sounds like fun?


to explain if you drive under a certain speed i.e. 30 mph in this example, there is no change

but as you start going faster, (and this mainly to make the driving skill more obvious), at one point you loose a movement control phase, but can still fire as usual. This point that you loose a bit of maneuvering control is dependent on your driving skill. this still needs fleshing out, maybe with ideas about giving the player feedback perhaps of the current state of his driving.

edit:

I don't think i'm very clear, so when you loose that movement phase, your not actually locked on the path of your previous ghost, and see your ghost 2 turns away, you can still move your car and speed, but won't know with the same precision where your going, could also add a waypoint system on top of the whole thing?

... not sure this movement idea would speed up the game now , but maybe someone , can see the flaws and have a better idea?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 22, 2013, 10:33 am Last edited Jan 22, 2013, 10:49 am by *Tinker*
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Anything that speeds up events would be good
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 22, 2013, 2:20 pm
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I don't find it too bad, Im more than happy to wait the 30 seconds per car for people that need time; new people or people in danger/providing cover for lots of people or JD :p

Making pizza or deliberate time griefing on the other hand....
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jan 23, 2013, 4:03 am
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