Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » How can I reduce APs for throwing bolts and pumping pumps?
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Re: How can I reduce APs for throwing bolts and pumping pumps?[message #155216]
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Fri, 31 August 2007 02:43 
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E4MC |
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Messages:6
Registered:August 2007 Location: Arizona, USA |
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I felt the same way. The time and effort it takes to manipulate the bolt, lever, or pump, on a firearm to load a new round into the chamber is so small, it shouldn't cost more than 1 AP; it probably really shouldn't cost anything when you compare it to what is involved with reloading a weapon. Reloading a detachable magazine fed weapon involves manipulating the magazine release mechanism to drop the empty magazine, then reaching and opening the flap of the magazine pouch, then grasping a full magazine and yanking it out of the pouch, then inserting the magazine into the weapon's magazine well and slapping the butt of the magazine to make certain it is firmly seated, then manipulating the bolt release mechanism to release the bolt so it strips the top round out of the magazine and chambers it; all of this for around 5 or so AP. Reloading a non-detachable magazine
firearm usually involves removing individual rounds of ammo from whatever container they are in and, one at-a-time, loading the rounds into the firearm's integral magazine, then pushing the bolt forward to strip a round out of the magazine and load the chamber; this can be extremely slow when compared to detachable magazine fed weapons. Some non-detachable magazine firearms such as the M1 Garand use pre-loaded stripper clips to load the firearm's integral magazine, making this process much faster. Nevertheless, I notice that some weapons in this mod cost more to manpulate the bolt, lever, pump, etc., than they do to actually reload the weapons magazines, and I'm trying to correct it on my game.
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Re: How can I reduce APs for throwing bolts and pumping pumps?[message #303716]
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Sat, 21 April 2012 13:47 
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Lord Nyghthawk |
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Messages:13
Registered:April 2012 |
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I know this topic is kind of old, but I felt I had to post my 2 cents. There should be no reason to lower the AP's for working a bolt/pump action weapon. The argument for doing so is entirely invalid, as the comparing the reload times of auto/semi-auto weapons (mainly clip-fed) to the working of bolt/pumps is in FAVOUR of the latter. Compare 7 AP's for doing so, to the minimum of 20 (and some assault rifles have 28 or more required), to work their re-loading mechanisms.
And even comparing the full reload AP cost of those weapons show them to be more favourable than reloading a clip. Personally, I would make tube & other non-clip fed weapons cost waaaay more in AP's to reload, considering it takes considerably more time to reload, say, a typical shotgun, than it does to pop in a new clip, and pop the slide, or rack the bolt on an automatic.
I have real-world experience with the most common types of firearms (except pump action, never used one of those, as they are typically only on shotguns, and I really don't care for those), and I can tell you, that in the time it takes someone to reload even 1 round in a non-clip fed weapon, with the possible exception of putting only one round in a bolt-action type-firearm to immediately fire that round, by the time you have that round in the internal mag, someone using a clip fed weapon could have already gotten done with reloading and shot you twice, maybe more. (That's why clip fed weapons are usually the rule in military weaponry, as well as ease of use.)
[Updated on: Sat, 21 April 2012 13:48] by Moderator Report message to a moderator
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Re: How can I reduce APs for throwing bolts and pumping pumps?[message #304109]
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Tue, 01 May 2012 05:20
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Lord Nyghthawk |
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Messages:13
Registered:April 2012 |
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Hail DepressiveBrot. Thanks for the reply. Just saw that thread, and HAD to put my 2 cents in, lol.Most of the figures for action points in the version of 1.13 I downloaded I pretty much agree with, although I did change the AP costs for working backpack zippers (lowered it), some AP costs differences of actions while wearing a pack (eliminated the differences, as IMO, doing something with or w/o a pack is really no different in speed), and right now, reworking the coolness levels of ammunitions. Granted those things probably apply to different threads, but I figured I'd kind of lump them together. Also changed the costs of training militia (raised), daily costs of militia( raised), and eliminated the daily cost difference of mobile militias, although changed it so you start of training only groups of 5 mobiles, and start off like the rest of militias, with green only. (Played one game with the default settings, and the all elite mobiles made things waaaaay to easy).
Now getting ready on changing the coolness factors of various weapons & accessories, and then thinking of making Mk II and III upgrades for the extended ears, and maybe holographic/binocular upgrades to the shades for that slightly sci-fi feeling to the game.
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