Author Topic: stuff  (Read 4085 times)

clochard

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stuff
« on: July 29, 2015, 10:30:32 AM »

Some suggestions i have, feel free to troll.

About cover system:

-why only objects like tables and sandbags make covers? i think windows and cars should be too. as the cover system is a "work in progress" feature it shouldn't be aplied only to furnitures.
-you shouldn't be able to shoot (with a gun that use bullets, NOT explosives) a person laying down right behind a cover or a window, exept when very close to him.
-give deployable weapons a bonus to accuracy when deployed next to a cover, that will make sense i think.
-some covers should be destroyable.
-give hability to create temporary sandbags with the use of empty bags and a shover/pickaxe thats u use to fill them with ground concreate or sand, or just buyable?

About doors:

-breach charges should make a little damage and wind or disorient in a small radius.
-add a "door breacher" or give super sledge a "use" ability to destroy doors (with chances of failure depending on str and doors types)?

About stuff:

-long range weapons/snipers should have an accuracy malus when firing in close range.
-running speed depending on total weight (already suggested) and agility?
-make ability/perk to throw back grenades when walking on them?
-utility items who give certains bonuses but lock the slot for other purpuses:
   ex: grenade bandolière (minus ap to throw nades), pouched jacket (minus ap to reload), scavenger bag (more carrying capacity), night vision google, gaz mask ( already proposed), etc...
- ability to booby trap corpses with a mine to prevent resurection?
-add the ability to "carry" knocked/dead people?
-destroy armor when player get criticaly killed (goo, flame, etc...).
-legendary armors(not sure about that)?
-ability to craft multiples items at once (this is important).

about other stuff:

-arenas where players could do things like quick deathmatchs, tdm, ctf with randoms weapons (that would atract many players who don't want to grind the core and just want to see the gameplay mechanics).

sorry for the grammar bad spelling and so, my english teacher commited suicide by cancer when i was young.

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naossano

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Re: stuff
« Reply #1 on: July 29, 2015, 11:43:12 AM »

-make ability/perk to throw back grenades when walking on them?

IMO, this should need an active action, not be a passive ability. You need to press a button when you are in the trajectory of the grenade, being unable to do it when/after it hit the ground. Also, you shouldn't be able to do it if you have too many stuff in your hands. (no two-handed weapon, maybe a free hand etc...)
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Count Matthew

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Re: stuff
« Reply #2 on: July 29, 2015, 12:34:01 PM »

LOL
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cirn0

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Re: stuff
« Reply #3 on: July 29, 2015, 05:53:38 PM »

I'll do what I can
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clochard

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Re: stuff
« Reply #4 on: July 30, 2015, 07:25:20 AM »

for the "throwing back grenade" idea, its not necessarily with your hands, you can use your feet or your rifle as a golf stick i don't know (maybe not a rocket launcher indeed). And not before it hit the ground i tought "before" it explode so not all grenades could be throwable back. the place you throw back grenade could be also totaly random depending on your throwing skill, and if it is a perk it can be an addition to a grenadier build.
Maybe also use a specifique buton when on the grenade hexe.

Also, thanks cirno.
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John Porno

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Re: stuff
« Reply #5 on: July 30, 2015, 03:45:03 PM »

about cover and windows, we could do that easily but something about it feels off. I think those peekaboo window battles are pretty silly and I dont want to enforce such playstyle. With most covers, you are usually still exposed from some sides or have to choose between the cover boost in an otherwised exposed spot or can choose between no cover but the possibility to be safe behind a wall within a couple of hexes.

About cars, in rld and I guess fo2 too, cars just have an awkward single hex of wall black somewher ein its center, surroudn with just moveblockers all around which I always thought was really stupid after I mapped myself once. Like, either you wallblock it or sightblock it but dont randomly have one hex of wallblock in there.

Anyway, at the start of the server shangalar and me sat down and thought about what type of block sceneries should have and we decided to turn cars into wallblockers, even if they werent all that high, for gameplay reasons. I guess we could turn all cars into just moveblockers and put cover around it but right now, putting cover around walls doesnt do anything. There are some old, deertized cars which actually are moveblockers with cover, but I dont think they are on any old map.

About the accuracy and distance, this is something that will come indirectly next season with a change to accuracy and hitchance formula, but only as a mild, indirect effect and not as a mechanic itself.
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