Home » MODDING HQ 1.13 » v1.13 Coding Talk » Raw idea: AP cost for direction change while aiming
Raw idea: AP cost for direction change while aiming[message #323953]
|
Tue, 13 August 2013 23:26
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
Hi,
one of the balance problems that 1.13 currently has is that SMGs are relatively useless, unless pimped to absurd levels. I'd still prefer an AR over an SMG in CQB - the draw cost an firing AP cost may be higher, but once you fire, the damage is more than worth it. On longer ranges SMGs lose anyway. As I do daytime combat whenever I can, at best in wilderness sectors, I never pick SMGs unless nothing else is available. Same for shotguns.
It seems from real-life experience (which I don't have :whistle:) that SMGs would be ideal for short distances. SWAT-stuff if you will. Now, how could we add incentives for the player to use them, without adding illogical boni to them just to make them better at that role?
Illogical boni in this regard would be
- +x% SMG damage indoors/when near the target/for autotrait
- +x% accuracy indoors/when near the target/for autotrait
- absurd special SMG ammo (we already have AET, and SMGs are still rather bad).
So, how could we make SMGS more useful at short ranges? My idea is to add new AP costs in on specific instance:
Add extra AP cost to a merc changing his direction (via 'L') if he is aiming his gun.
That's the basic idea. If we aim a gun and then change the direction we look into, we still aim the gun once we finished that. This means that the merc turned while still keeping the gun aimed. What I'm proposing is to make that cost extra APs. This cost should depend on a gun's dimensions. As we don't have values for that (no, itemsize won't work), we could simply use a gun's weight. Turning while you aim a .38 is easy. Turning while aiming an M60 takes a bit longer.
As a rule of thumb, the closer you are to your target, the more likely you have to readjust your merc's direction. As result, CQB with ARs becomes more expensive in comparison to SMGs, while retaining their usefulness in long-range combat, where one does not turn direction so much.
Codewise this would be relatively easy to do, including AI handling of this. Obviously handling AP costs would need some adjustments to, but that's handleable. This would obviously work for both OCTH and NCTH btw.
An expansion of this would be to have the scopes/sights you are aiming with influence this. A reflex sight would probably make it even easier than iron sights to retain aiming, resulting in lower AP cost. High-powered scopes would cause greater cost, as one would move slower (or be disoriented if too fast). This, however, comes in conflict with the scope modes feature - as changing scopes does not cost AP, one could switch to reflex, turn, and then switch back to scope. I have an idea how to handle that, but it's not the prettiest I've had, I'll go into it if this is wished.
So, my questions are:
- Is this concept understandable, or complicated stuff that further complicates existing complicated stuff?
- Is it valid from a semi-realistic pov?
- Are there better ideas? Preferrably easier too :wave:
Report message to a moderator
|
|
|
|
|
|
Re: Raw idea: AP cost for direction change while aiming[message #323960]
|
Wed, 14 August 2013 02:26
|
|
Thor |
|
Messages:423
Registered:February 2007 Location: Belgium |
|
|
I agree with silversurfer on this one, don't think they are useless either, although I prefer machine pistols like a glock 18 or a micro uzi (but yes... speaking of AR rifles, a colt commando is pretty awesome in close to medium range):
SMGs
- weigh a lot less then ARs (interesting for weak mercs)
- their APs to raise are (often a lot) less if you choose well
- more silenced
- less expensive bullets (although less powerful), often very common as well
Of course, it's good to pick your weapons carefully, but I think a gun like the FN P90 is an awesome SMG like in real life. Its looks may not be regular and its ammo is not very common and expensive, but that's the only downside to me.
If there will be messing with APs, then I propose to lower the "weapon raise costs" in some cases, I'd promote that.
E.g. why would a Colt 9mm SMG be wielded faster than a Colt commando?
Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Raw idea: AP cost for direction change while aiming[message #323966]
|
Wed, 14 August 2013 09:42
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
Maybe add AP bonuses/penalties when shooting at the same/another target in the same FOV?
Edited:
So, for example, we can fire
with AR:
3 shots at the same target or 2 shots at 2 different targets.
or with SMG:
3 shots at the same targets or 3 shots at 3 different targets.
All with same AP-costs for ready and shoot.
All in the same FOV, without turning.
[Updated on: Wed, 14 August 2013 12:48] by Moderator Report message to a moderator
|
|
|
|
|
Re: Raw idea: AP cost for direction change while aiming[message #323990]
|
Wed, 14 August 2013 20:23
|
|
pheloncab |
|
Messages:278
Registered:August 2004 Location: So. Cal. or texas |
|
|
I think this is a huge Reality vs balance issue and in the end as long as its fair any changes will in the big picture be a good thing.
I agree that weight is not the proper figure to start from, the AP ready or a guns handling ability would be proper, since those theoretically take into account all those things like foregrips, normal/bullpup, reflex sights, lasers, weight, gun ergonomics.
from a balance perspective, the hard part will be figuring out the ratio of points to apply. i'd probably start around 10% and work upwards stopping by 20%.
I do see this as having play effects on far more than SMGs.. Snipers might be doing the sidearm switch a lot more if they have to do in-building work, suddenly those nice pistols aren't quite so useless mid-game.
Report message to a moderator
|
Master Sergeant
|
|
|
|
Goto Forum:
Current Time: Wed Nov 27 06:43:32 GMT+2 2024
Total time taken to generate the page: 0.01575 seconds
|