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Re: NCtH "bug"[message #347447 is a reply to message #347444]
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Mon, 31 October 2016 18:24 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Enneagon |
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Messages:51
Registered:July 2016 Location: Latvia |
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sevenfm wrote on Mon, 31 October 2016 10:18silversurfer wrote on Mon, 31 October 2016 13:10Yes, the traits counteract the rules. That's why they are so useful. ![big grin](images/smiley_icons/grinning.png)
The only way someone can physically shoot a gun faster is by aiming it faster, and it's already covered by reduced aim clicks needed for full aim in NCTH, so it's simply gun magic :-)
Magic or not, what we use as the base assumption is that turn is fixed length of time.
Now compare that to a system where it is action point that is fixed length of time, so time itself is effectively measured in ap units. Guns have fixed amount of ap to fire, and person with more ap doesn't run faster but simply have more seconds to spare. Turn time is not fixed and every actor in fact moves along different individual time line (one could wave that away saying it somehow compensates during enemy turn or whatever). As a bonus, one could more or less safety directly transfer unused ap to the next turn. Btw, it still wouldn't be possible to spend less ap for firing a burst without some sort of gun magic (or arguing that declared cost include more than mechanical action of the gun).
Yes, that is very much not what we use here, and I in no way suggest we should, but I believe it might be the difference between those two paradigms what the OP was not aware of or confused with.
[Updated on: Mon, 31 October 2016 18:39] Report message to a moderator
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