Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP ( v1.2 )
STOMP ( v1.2 )[message #256734]
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Sun, 18 July 2010 18:46
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Sandro |
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Messages:420
Registered:November 2008 Location: Mars |
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S.T.O.M.P. (Sandro's Traits and Other Modifications Project)
Version 1.2 on Source Code revision 3578 (game revision 1225)
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[color:#990000]Download:[/color]
[color:#990000]Downloading this is no longer possible. STOMP was already integrated in main 1.13 branch. Just pick "New Traits" on game start and enjoy.[/color]
Release v1.2: http://www.mediafire.com/xxxxxxxxxxxxxxx
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Basic Info: This mod is mostly about changing skill traits and personalities of mercs. The focus and intention was to create a balanced trait system to give the player more attractive choices for his mercs. It also contains tweaks of close combat system and several externalized bonuses (apart from the whole traits' numbers externalized).
Almost everything in this mode is optional.
Installation v1.12: Get freshest SVN version of game. Unzip the STOMP into your JA2 directory. Play using included exe.
Notes to the source code: It's based on latest development version of the 1.13 code. This version is ahead of the original SC provided and contains certain unfinished features. Use this at your own risk (you may miss important code updates).
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VERSION NOTES
This version is released ahead of the future 1.13 SVN version. Because so many people wished to see the STOMP altogether with HAM3.6 and latest SVN 1.13 release, I am making this version public before it will be accessable through the SVN. But it is (hopefully still) planned to be added to the 1.13 SVN main branch soon.
Enjoy.
V1.12 - two bugs were fixed in this version:
1) Throwing grenades with Demolitions trait should cost less APs, but didn't. Less APs were shown at cursor, but full APs were reduced after throwing... FIXED.
2) HtH/MA CtH and dodge bonuses were only added if the soldier had a profile, meaning that all enemy soldiers and militia didn't get these bonuses at all.. FIXED.
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--- TRAITS ---
Summary: The system for traits have been changed. From now, if you choose "New Traits" on the beginning of new campaign, all mercs (and enemies/militia) can have up to three skill traits. Up to two major traits and one minor trait or three minor traits or one major trait and two minor traits.
On IMP creation, when reached attributes settings for your merc, there are now minimal attributes you have to have for certain chosen traits. These minimums are listed in the brackets after the trait names. Major traits usually set the basic attributes needed, while minor traits can add more on top of it or set the minimum themself(the second number).
Also I should say: All values of these new skill traits are externilized in "Traits_Settings.INI".
Here is the default trait list:
Traits Descriptions
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MAJOR TRAITS
(can have one on expert or two different; numbers are doubled for experts if not said otherwise)
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AUTO WEAPONS -> MACHINEGUNNER : (mrk 45-60, str 40-55, dex 50-65, hlt 45-60)
* +5% Chance to Hit with Assault Rifles, SMGs and LMGs
* -30% penalty to chance to hit on auto fire/burst
* Reduces chance for shooting unwanted bullets on autofire
* -10% APs needed to fire light machine guns
* -10% APs needed to ready light machine guns
HEAVY WEAPONS -> BOMBARDIER : (str 45-60, wis 55-70, exp 35-50, dex 45-60)
* +25% chance to hit with rocket launchers and grenade launchers (even underbarrel)
* -20% APs needed to fire rocket launchers and grenade launchers (even underbarrel)
* -10% APs needed to fire mortar
* Reduce penalty for mortar CtH by half (penalty is set to 60% by default)
* +30% damage to tanks with heavy weapons, grenades and explosives
* +15% damage to other targets with heavy weapons
MARKSMAN -> SNIPER : (mrk 65-80, dex 55-70, wis 50-65 )
* +5% Chance to Hit with Sniper Rifles
* -5% effective range to target with all weapons
* +10% aiming bonus per aim click (except for handguns)
* +5% damage on shot per aim click after third
* -25% APs needed to chamber a round with bolt-action rifles
* Adds one more aim click for rifle-type guns (max is eight)
HUNTER -> RANGER : (mrk 55-70, agi 45-60, hlt 55-70, ldr 35-50)
* +5% Chance to Hit with Rifles
* +10% Chance to Hit with Shotguns
* -25% APs needed to pump Shotguns
* +20% group travelling speed between sectors if traveling by foot
* +10% group travelling speed between sectors if traveling in vehicle (except helicopter)
* -30% less energy spent for travelling between sectors
* -50% weather penalties
* -50% worn out speed of camouflage by water or time (i.e. experts have permanent camo)
GUNSLINGER -> GUNFIGHTER : (mrk 55-70, dex 50-65, agi 50-65)
* +10% chance to hit with pistols and revolvers
* +5% chance to hit with machine pistols (on single shots only)
* +5% aiming bonus per click with pistols, machine pistols and revolvers
* +15% firing speed with pistols and revolvers
* +10% effective range with pistols and revolvers
* -15% APs needed to raise pistols and revolvers
* +25% reload speed of pistols, machine pistols and revolvers
* Adds one more aim click for pistols, machine pistols and revolvers
HAND TO HAND -> MARTIAL ARTS : (dex 55-70, agi 55-70, str 50-65, hlt 45-60)
* +30% chance to hit with hand to hand attacks with bare hands
* +25% chance to hit with hand to hand attacks with brass knuckles
* -15% AP cost of hand to hand attacks(bare hands or with brass knuckles)
* +30% damage of hand to hand attacks(bare hands or with brass knuckles)
* +30% breath damage of hand to hand attacks(bare hands or with brass knuckles)
* enemy breath lost due to your HtH attacks takes much longer to regenerate
* Focused (aimed) punch deals +75% damage (spinning kick in case of regular merc)
* +35% change to dodge hand to hand attacks(+another 5% with bare hands or with knuckles)
* +20% chance to dodge attacks by melee blade
* -33% APs needed to steal weapon from enemy hands
* -25% APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles
* +25% chance to kick doors
DEPUTY -> SQUADLEADER : (ldr 50-65, wis 60-75 )
* +5% APs per round of other mercs in vicinity
* +1 effective exp level of other mercs in vicinity, which have lesser level than the squadleader
* +20% total suppression tolerance of other mercs in vicinity and squadleader himself
* +1 morale gain of other mercs in vicinity
* -1 morale loss of other mercs in vicinity
* +50% fear resistence for Squadleader (expert SL cannot cower)
(Only three bonuses can stack, i.e. for one expert squadleader and one deputy or three deputies)
(Minor Drawback: triple morale loss for squadleader's death for all other mercs.)
TECHNICIAN -> ENGINEER : (mec 45-60, expl 35-50, dex 50-65, wis 45-60)
* +30% to repairing speed
* +30% to lockpicking (normal/electronic locks)
* +40% to disarming electronic traps
* +40% to attaching special items and combining things
* +20% to unjamming a gun in combat
* Reduce penalty(which is -75%) to repair electronic items by half
* increased chance to detect traps and mines
* +10% CtH of robot controlled by Technician (it has normally -10% CtH)
* Only Technicians can repair the robot
PARAMEDIC -> DOCTOR : (med 45-60, dex 50-65, wis 55-70)
* Ability to make surgical intervention by using medical bag on wounded soldier instantly returning 30% of lost health back to him (50% with expert). This drains the medical bag a lot. (This can only be done once for every injury, the remaining HPs missing have to be regenerated normally.)
* Can heal lost stats (from critical hits) by the surgery/doctor assignment.
* +25% effectiveness (speed) on doctor-patient assignment
* +30% bandaging speed
* +15% natural regeneration speed of all soldiers in the same sector
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MINOR TRAITS
(you can trade major traits for minor traits, so if not taking major trait at all, you can have three of these; if one major taken, you can have two minors; if both major taken, you can have just one minor trait; the minor traits have no expert level;)
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AMBIDEXTERITY: (dex +10 / 60)
* Eliminates the penalty for using two guns at once
* +20% reload speed of all weapons with magazines
* +33% reload speed of all weapons with loose rounds or wrong magazine
* -33% APs needed for picking items, work backpack, handle doors, traps, burying/disarming bombs and mines, attaching/removing items
MELEE: (str +10 / 60 )
* -20% APs needed to attack by blades
* +40% chance to hit with blades
* +30% chance to hit with blunt melee weapons (except brass knuckles)
* +30% damage of all melee weapons (except brass knuckles)
* +30% chance to dodge attack by melee blades (+ another 20% with a blade in hands)
* +20% chance to dodge attack by blunt melee weapons
* Aimed attack by any melee weapon deals +50% damage
THROWING: (dex +10 / 60 )
* +15% max range when throwing blades
* -20% basic APs needed to throw blades
* +20% chance to hit when throwing blades
* +5% chance to hit when throwing blades per aim click
* +20% damage of throwing blades
* +5% damage of throwing blades per aim click
* +20% chance to inflict critical hit by throwing blade if not seen or heard
NIGHT OPS: (wis +10 / 60 )
* +1 to effective sight range in dark
* +1 to general effective hearing range
* +2 to effective hearing range in dark on top
* +2 to interrupts modifier in dark
* Needs to sleep less than others
STEALTHY: (agi +10 / 60)
* -50% APs needed to move quietly (does not work for 25AP system)
* +40% chance to move quietly
* +25% stealth (being "invisible" if unnoticed regardless the terrain)
* -25% reduced chance to being seen for movement
ATHLETICS: (agi +10 / 60 )
* -25% APs needed for moving (running, walking, swatting, crawling, swimming, etc.)
* -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
BODYBUILDING: (hlt +10 / 60 )
* Has 20% damage resistance
* +30% effective strength for carrying weight capacity
* Suffers only half energy loss when hit by HtH attack
* Has lesser chance to fall if hit to the legs
DEMOLITIONS: (exp + 10 / 45 )
* +20% max range when throwing grenades
* +30% chance to hit when throwing grenades
* -25% APs needed to throw grenades
* +25% damage of bombs and mines
* +50% to attaching detonators and planting/removing bombs
* Decreases chance enemy will detect bombs and mines set by ourselves
* increased chance shaped charge will open the doors
TEACHING: (ldr + 10 / 45 )
* + 40% bonus(speed) to train militia
* + 40% bonus to effective leadership for determining militia training
* + 40% bonus to teaching other mercs
* Skill value counts to be +25 higher for being able to teach this skill to other mercs
* +25% speed to train stats through self-practising assignment
SCOUTING: (wis +10 / 60 )
* +40 to effective sight range with binoculars (and scopes separated from weapons)
* +10 to effective sight range with scopes on weapons
* -20 tunnel vision with binoculars (and scopes separated from weapons)
* If in sector, adjacent sectors will show exact number of enemies
* Prevents the enemy to ambush your squad
* Prevents the bloodcats to ambush your squad
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You should know, that for many actions - like shooting with certain weapon types, doctoring, repairing, close combat, throwing knives/grenades, many skill checks, which are covered with these new traits - were added some small penalties. For example.. All sniper rifles have penalty to chance to hit -5%. This penalty is in fact 'deleted' if you have one "Marksman" skill trait. So having (doubled Marksman) "Sniper" trait, you just have +5% CtH (than with old traits) for a price of taking both your major trait choices. These penalties represent the 'lack of knowledge' without proper trait. So without being at least paramedic, your doctoring ability willbe much less effective (than in the original game). Same for repairing things without technician etc.
All these penalties only applies if you have chosen "New Traits" on the new campaign start. Also take into account that all these modifiers are externilized, so if you want to see all of them and their default settings, look into "Traits_Settings.INI" under section "Generic Traits Settings".
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--- PERSONALITY ---
Summary: If you choose New Traits on the beginning of game, you will also have the original "attitudes" and "personalities" changed. These were renamed to "Character Traits" and "Disabilities". Character traits were made to consist some advantage and some disadvantage, disabilities are always negative features of merc, but if you pick one, you'll gain a good bonus to attribute points on IMP creation. Most of Disabilities remained the same, I just made Heat Intolerant working (penalties in desert/tropical sectors if not raining), slightly changed Fear of Insects (those are distracted in tropical sectors and have lower performance there), and repaired the Psycho (no insane CtH bonus like before, and they can loose morale if using a gun uncapable of auto/burst fire).
The bonuses of character traits are small, about 5-10%, it is not meant to boost your mercs, but just to diversify them more.
Here is the character traits list:
Character Types
CHARACTER TRAITS
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* Neutral
A: No advantage.
D: No disadvantage.
* Sociable
A: Has better performance when in a large group (number of mercs around in a certain distance)
D: Gains no morale when no other merc is within certain distance.
* Loner
A: Has better performance when no other merc is within a certain radius
D: Gains no morale when in a large group (more than 1 other merc in certain distance)
* Optimistic
A: His morale sinks slower and grows faster than normal.
D: Has lesser chance to detect traps and mines.
* Assertive
A: Has bonus on training militia and is better at communication with people.
D: He gains no morale for actions of other mercs.
* Intellectual
A: Faster learning when assigned on practicing or as a student.
D: Has lesser suppression and fear resistance.
* Primitive
A: His energy goes down slower except when doctoring, repairing, training militia and learning certain skills (those listed below).
D: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.
* Aggressive
A: Better chance to hit on burst/autofire, inflicts slightly bigger damage in close combat, and gains more morale for killing.
D: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.
* Phlegmatic
A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.
D: His interrupts modifier is slightly lowered.
* Dauntless
A: Incresed resistance to suppression and fear and morale loss for taking damage and other mercs
[Updated on: Thu, 02 February 2012 00:42] by Moderator Report message to a moderator
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Re: S.T.O.M.P. ( v1.12 )[message #256750]
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Sun, 18 July 2010 19:59
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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No need to start a new game if you upgrade no?
edit It's just the exe that was upgraded?
[Updated on: Sun, 18 July 2010 20:02] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: S.T.O.M.P. ( v1.12 )[message #256825]
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Mon, 19 July 2010 14:24
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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I could never get that bloody jeep and then logi fixed the dat file for me, and now I'm using stomp xmls and have't got the jeep again!! ARRGH! I think that STOMP would not work well with full WF because the merc profiles are in xml and the wf mercs are not in there, so you would have the faces, sounds and descriptions of new mercs but the stats of the old ones that get replaced.
[Updated on: Mon, 19 July 2010 14:25] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: S.T.O.M.P. ( v1.12 )[message #257112]
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Thu, 22 July 2010 06:12
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CptMoore |
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Messages:224
Registered:March 2009 |
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My suggestions to the "RANGER" MAJOR:
Give the Pump reload bonus to "AMBIDEXTERITY". Allow the ranger to zoom/aimclick with rifles without having to use scopes (good eyes).
Take over some "SCOUTING" bonus' to "HUNTER" / "RANGER":
1. Prevents the bloodcats to ambush your squad (he knows better about the wild life, hence "HUNTER")
2. Prevents the enemy to ambush your squad (see 1. but for man hunting)
3. If in sector, adjacent sectors will show exact number of enemies. make this two stage 1. only allows the question mark for "HUNTER", you need "RANGER" for exact numbers.
And also something from "RANGER" to "SCOUTING"
1. the camouflage bonus should be given to make up the loss of the other stuff
2. the weather bonus should be here
Explanation
MAJOR are classes where the whole group benefits directly from it, while minors primarly help the guy having the minor (which helps his MAJOR in helping the group). Currently scouting helps the whole group directly with preventing the ambushes and giving sector counts, which makes scouting effectivly a MAJOR. Thats a rational for the above changes. (and camo/weather being very bad bonus' since night ops and wearing a guille suit are better).
Furthermore, as I understand, every MAJOR has something special with a gun, the "RANGER" allowing to faster reload a shotgun is interesting but useless in a "ranged" combat situation. As pump action shotguns are mainly used as secondary (open doors) or early in the game, I would give the shotgun pump bonus to the minor "AMBIDEXTERITY".
Give the ranger the possibility to aim click with an unscoped rifle as it would have a scope. And/or adjust a bonus which covers not only the ingame "rifles" but also automatic rifles and sniper rifles (currently the normal rifles in ja1.13 are too limited).
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Sergeant 1st Class
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Re: S.T.O.M.P. ( v1.12 )[message #257121]
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Thu, 22 July 2010 10:23
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Quote:Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?
hell yeah, something like, untrained, each str point gives 0.5% chance to instant knock out, while the trained martial artists have 1%/1.5% chance per str point. but i think too much coding is involved for that.
Quote:My suggestions to the "RANGER" MAJOR:
Give the Pump reload bonus to "AMBIDEXTERITY". Allow the ranger to zoom/aimclick with rifles without having to use scopes (good eyes).
for a shotgunner myself (in real life), i'd say give ambidexterity trait an overall reloading AP bonus and give ranger a particular shotgun reloading bonus (and they should stack!). a proficient/competetive shotgun shooter can load 4 shells in under 2.5 seconds.
Quote:
Furthermore, as I understand, every MAJOR has something special with a gun, the "RANGER" allowing to faster reload a shotgun is interesting but useless in a "ranged" combat situation. As pump action shotguns are mainly used as secondary (open doors) or early in the game, I would give the shotgun pump bonus to the minor "AMBIDEXTERITY".
Give the ranger the possibility to aim click with an unscoped rifle as it would have a scope. And/or adjust a bonus which covers not only the ingame "rifles" but also automatic rifles and sniper rifles (currently the normal rifles in ja1.13 are too limited).
to adapt to STOMP (which was the preferred mod for the chinese players), IoV converted many previous assault rifles and sniper rifles to "rifles". (haven't counted but i think there are over some 20 rifles for the ranger, not counting WWII rifles.)
also in IoV, shotguns are great CQB weapons, even in late games.
i am not suggesting that everyone should play IoV, because obviously the mod has flaws and too many guns for some people. what i'm suggesting is to make a STOMP version of 1.13's items xml, convert a few exsisting ARs and SRs to rifle and buff the shotguns.
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Sergeant 1st Class
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Re: STOMP v1.12[message #257197]
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Thu, 22 July 2010 20:30
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Sandro |
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Messages:420
Registered:November 2008 Location: Mars |
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HLTVsandro: the chinese translation files you wanted is right here Thanks, HLTV.
Quote:Sandro what do you think about scoring an instant knockout if you attack an enemy from behind?
WarmSteelIt also isn't an option to only allow it when unnoticed, because the chance you can run up to someone unnoticed isn't very big.
HLTVhell yeah, something like, untrained, each str point gives 0.5% chance to instant knock out, while the trained martial artists have 1%/1.5% chance per str point. but i think too much coding is involved for that. Well, +30% for surprise attack, aim on head -> +30% as well, +X% bonus from precise hit(surprise attack has always at least 100% CtH), not to mention spinning kick. I did knocked most enemies with one such hit. You just have to try Martial Artist with good stats. Then you also do not have to care about the knocked guy for several turns, because of the Martial Arts trait, they remain uncoscious much much longer time.
I will externalize these numbers in future anyway.
CptMooreMy suggestions to the "RANGER" This is an excellent design work! I was thinking and doubting about Ranger's usability from the beginning.. Thanks for this, I am saving it now as "TO DO soon".
HLTVfor a shotgunner myself (in real life), i'd say give ambidexterity trait an overall reloading AP bonus and give ranger a particular shotgun reloading bonus (and they should stack!). a proficient/competetive shotgun shooter can load 4 shells in under 2.5 seconds. Good to have someone experienced here. But when handling bolt-action rifles, you use right hand in most cases, no? (Can't recall a single rifle where it's by left hand now, but I am no expert.) The shotguns on the other hand are more understandable, and I was considering that.
HLTVwhat i'm suggesting is to make a STOMP version of 1.13's items xml, convert a few exsisting ARs and SRs to rifle and buff the shotguns. I am approving this very much. I was thinking some time about suggesting to rebalance the weapons as lot of things are pretty out of balance there.
silversurferHow about an ini setting to define the chance that Tony will be available? I stumbled upon this piece of code while looking for other things and thought "Hey, why not externalize this?". The default is 80 percent but could be lowered for higher difficulty in buying/selling weapons or it can be raised if you want it easier. Hah. Can I implement it then?
JinxedSandro, any possibility of being able to heal lost stat points at the hospital? Perhaps. Who's gonna code it?
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Re: STOMP v1.12[message #257334]
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Fri, 23 July 2010 22:29
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HLTVpro |
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Messages:210
Registered:October 2008 Location: USA / PRC |
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Quote:I don't understand. You can't just say that a certain weapon now belongs to another category. I theory you can of course but a weapons category is defined by the weapons properties. Would you say that a G36 is a rifle just because you want more rifles ingame? Certainly not because a G36 IS an assault rifle. There is no doubt about it.
If you want to add more rifles to the game - I say go for it.
of course you need to change a few things around.
take IoV for example, we added many semi-automatic rifles into the game on top of converting some previous military weapon's civillian version back to semi-auto, and of course, Rifle.
for example. Springfield M1A scout, used to be a selective-fire assault rifle. in 918, it is now a semi-automatic rifle. (I have yet to see a full-auto Springfield made receiver to be honest.)
iov's rifles that i can name on top of my head:
almost all WWII rifles
Kel Tec RFB carbine and precision rifle
HK SL8
KAC SR25 carbine and precision rifle
KAC SR15
Barrett M82A2 (the bullpup shoulder firing one)
Springfield M1A scout and all its custom stock conversions (i believe)
Ruger Mini-14's conversions, at least 4
some oddball caliber civillian AR15 variants, such as the .300 whisper and .458 socom, i think tere were at least 4 of them
DSA's civillian FALs: SA58 OSW, Para Elite and the precision rifle.
DPMS 6.8
the tacticool desert eagle carbine
beretta's storm series carbine
steyr scout
and Fulton Armory MCR
hmm, that should be at least 40 rifles right there. i dont even want to list all the shotguns...
my point is that with the right weapon, ranger class is not underpowered. it's a must have in my games. for me the ranger's flat CtH bonus with rifle and shotgun makes a huge difference: in CQB, no extra ap is wasted on aim clicks. simply point and shoot, and you have a dead enemy; in medium to long distance, a ranger is just as good as a sniper, if you can find him the right weapon that is.
edit:
i dont know what's in 1.13's arsenal, but sure there are guns that should have been rifles.
[Updated on: Fri, 23 July 2010 22:31] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: STOMP v1.12[message #257337]
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Fri, 23 July 2010 22:43
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CptMoore |
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Messages:224
Registered:March 2009 |
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silversurferI don't understand. You can't just say that a certain weapon now belongs to another category.
Agreed, I think the whole flat bonus CTH is pretty bad since why are you good in hitting with a semi automatic rifle but not automatic rifle in single shot mode? Makes no sense. However it does allow us to think about replacing these CTH with special features...
like sniper can aimclick further,
gunner has less CTH loss or even CTH win for several shots (needed to use a heavy MG),
ranger can aimclick as good as scopes but without them,
gunslinger has faster reactions *lower ap* for shooting with pistols (pistols are slow since aiming with them is actually harder for untrained guy.. mp5 is faster. a police academy newbie told me first hand).
the other classes excell in their respective support roles.
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Sergeant 1st Class
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Re: STOMP v1.12[message #257354]
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Sat, 24 July 2010 01:54
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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The whole "Assault Rifles is better than everything else" is something that has made me prefer playing FPS type games that are in historical settings, such as WWII, over modern ones. I like when there's an actual choice between the weapons you pick, rather than having one weapon that does all jobs almost as well as the others.
There's rarely any good reason to use a semi-automatic rifle over an Assault Rifle, or a Sub-Machine Gun instead of an Assault Rifle, or a Machine Gun instead of an Assault Rifle, etc. In the era of World War II however, the assault rifle was still in its infancy and it wasn't as readily avaliable. Instead you had your pistols for back up, your Sub-Machine Guns for assault, and your Semi-Auto Rifles for direct fire assault, and your Heavy/Light Machine Guns for support, and Bolt-Action Rifles for precision firing and sniping.
I prefer it when all weapons still have their purpose and signficiantly excell in their choice scenarios instead of being overshadowed by the all powerful, multi-purpose Assault Rifle, even if that means skewing the realism a notch.
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Corporal
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Re: STOMP v1.12[message #257371]
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Sat, 24 July 2010 09:56
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DepressivesBrot |
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Messages:3653
Registered:July 2009 |
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ForralI further wish we could have somekind of penalty for larger and less mobile weapons while in crowded areas, whether its densely forested terrain, among a bunch of rocks or within an tight interior. I imagine the implementation of that would be a nightmare, but that would provide true purpose to most of the shorter ranged, and often less cumbersome weapons, and a more sensible bonous to weapons with folding or retractable stocks.
Thats an interesting idea.The question is, what do we call 'crowded'? It would have to be a certain, sensible amount of impassable tiles out of a surrounding field of tiles.
If we keep to that definition, it wouldn't be *that* hard to do (still beyound my capabilities). The 'mine detection' function does a similar thing in checking the 8 immediately surrounding tiles. The penalty could then be applied according to size of the carried gun and how many impassable tiles there are. (maybe increase the field to 4x4 or 5x5, but thats the maximum that could actually influence you)
However, I would restrict those penalties to movement related AP costs. Increase moving, turning and readying cost. Otherwise you would penalize perfectly fine tactics like placing an MG between some rocks to get some cover.
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