Author Topic: Weapon deployment tweaks  (Read 2920 times)

SnowCrash

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Weapon deployment tweaks
« on: October 03, 2014, 02:35:00 PM »

Deploying weapons its a very interesting feature, but right now it doesn't involve much tactic and dont have any risk: find a good spot, deploy and wait for enemies, if you get in trouble or the enemy its in other area, just run and deploy again. You can even go to the middle of a battle, deploy while enemies are shooting your team mates, and join the battle.

There is a little difference in term of AP cost from deploying + shooting vs shooting undeployed. and for some weapons even deploy+shoot < shoot undeployed. Theres almost no decision involved, as it doesn't have any serious drawback (yes, you cannot chase a running target effectively, but that is not the purpose for this weapons), you deploy and you can shoot for half the AP cost, then move and deploy again.

So, deploy times for every gun should be increased (doubled?) keep them in the range from 80 to 160 AP cost.
Deploy should be a more tactical decision, if you deploy your weapon you will be vulnerable for some time until your AP restore.

Also, make it that when you move (undeploy) you get winded for 1-2 seconds (this represent the time it takes you to undeploy and get up again). So it may require some cover fire or support from other players to retreat from a zone.

To balance the weapons, there can be a weapon trait that negates the winded time after deploy. Or make weapons have different undeploy times from 0 to 2 seconds, giving Heavy snipers the larger times (more range, more risk)

Finally, deploying may have other bonus, like AC standing bonus and better chance to hit (this translated to better effective range).

This will also add a better difference between heavy  and regular snipers.
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