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Practicing skills requires/depletes certain items [message #351388] Mon, 30 October 2017 04:13 Go to next message
sylar951 is currently offline sylar951

 
Messages:57
Registered:December 2013
It was always a bit weird how one can improve his skills and attributes without using any materials associated with that particular skill.
If possible, this concept would add some challenge into practicing and training assignments instead of just compressing time and wait.

For example:

-for health, agility, dexterity and strength training, certain foods need to be in mercs inventory and will be depleted/consumed as the training goes by
-leadership training only available in sectors with militia
-marksmanship training requires and depletes all kinds of ammo
-mechanical and medical training uses up associated kits just like when repairing and doctoring
-explosives training uses up explosives like TNTs, C4s, mines and even grenades

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Corporal
Re: Practicing skills requires/depletes certain items [message #351393 is a reply to message #351388] Mon, 30 October 2017 12:22 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Attributes are not skills and our mercs don't use steriods (except for "Steroid" maybe big grin) so no, we don't need "special food" for training our physical condition.

As for the rest I have to admit that it would make sense to use some amount of ammo for marksmanship training but the other skills don't really need that. Most of the skills are a lot about learning theory and some training material can be reused. You don't actually have to blow up TNT in order to learn the functionality of a detonator. If you want to blow things up you can use a facility that allows that kind of stuff. Facilities speed up training because of the practice part and they cost money to cover the cost of materials. On the other hand they also introduce the risk of injury for playing around with explosives or treating live patients.

So you already have two options - learn things the slow and boring theoretical way by training/teaching or use a facility to have some fun. I don't think that we need more micromanagement for training.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Practicing skills requires/depletes certain items [message #351394 is a reply to message #351393] Mon, 30 October 2017 12:43 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Then maybe it would be good to have some more assignments for 'practical learning':
- use ammo to practice marksmanship (faster but consumes ammo and damages weapon in hand - more use for all those found weapons and ammo)
- make filled sandbags to practice strength
- bury corpses in sector to practice strength (or make autopsy to improve medical skill)
- practice mechanics skill by disassembling weapons (consume weapons in the process, maybe make some useful parts from them)
- item production facilities in sectors that need some items to work and train skills in the process



Left this community.

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Lieutenant

Re: Practicing skills requires/depletes certain items [message #351395 is a reply to message #351394] Mon, 30 October 2017 14:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
sevenfm wrote on Mon, 30 October 2017 11:43
Then maybe it would be good to have some more assignments for 'practical learning':
- use ammo to practice marksmanship (faster but consumes ammo and damages weapon in hand - more use for all those found weapons and ammo)
- make filled sandbags to practice strength
- bury corpses in sector to practice strength (or make autopsy to improve medical skill)
- practice mechanics skill by disassembling weapons (consume weapons in the process, maybe make some useful parts from them)
- item production facilities in sectors that need some items to work and train skills in the process

Smeag's gonna love you if you make that generic so modders can assemble their own facilities from [consumable] + [merc effect] + [product] components.



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Re: Practicing skills requires/depletes certain items [message #351399 is a reply to message #351395] Mon, 30 October 2017 19:12 Go to previous messageGo to next message
sylar951 is currently offline sylar951

 
Messages:57
Registered:December 2013
Item production facilities are actually a neat idea and don't you say "we don't need more micromanagement" cause 1.13 is all about micromanagement. Long time ago I proposed adding facilities which can manufacture ammo (and other stuff) but then Bobby Ray really needs to elevate his prices exponentially. Weapons and, especially ammo, need to be more expensive anyways so we get more of that survival feel which I enjoy especially in the beginning of the game.

As for training, maybe we can split up training/practicing two ways. One would be "theoretical" which consumes nothing but is much slower and second would be called "practical" which consumes associated items and is faster. Facilities should also require items.

[Updated on: Mon, 30 October 2017 19:14]

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Corporal
Re: Practicing skills requires/depletes certain items [message #351401 is a reply to message #351399] Mon, 30 October 2017 23:39 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
sylar951 wrote on Mon, 30 October 2017 18:12

As for training, maybe we can split up training/practicing two ways. One would be "theoretical" which consumes nothing but is much slower and second would be called "practical" which consumes associated items and is faster. Facilities should also require items.

Like I said - we already have that. "Theoretical" is the standard training that consumes nothing but time and "practical" is the facility which already consumes items (in the form of money) and time. Standard training is slower than using a facility. Replacing the money for the facility with special items accomplishes what exactly?

If standard training is too fast for you then simply change the settings in JA2_Options.ini. If you think facilities are too cheap then simply increase the amount of money needed. There are many ways to modify the game if you want a more challenging gameplay.

Production facilities are a different topic so I'm not going to comment that here.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Practicing skills requires/depletes certain items [message #351428 is a reply to message #351388] Fri, 03 November 2017 19:45 Go to previous messageGo to next message
Jakub is currently offline Jakub

 
Messages:40
Registered:January 2014
Hi & Hello ! Am think about possibility add background for potential Scuba divers in player team like ex life guard , Coast Guard or ex Navy Seal . Build additional facilities also could be added but I think this could be idea for new game with better engine ...

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Corporal
Re: Practicing skills requires/depletes certain items [message #351446 is a reply to message #351428] Mon, 06 November 2017 20:32 Go to previous message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
I agree with Silversurfer. the game has TONS of micromanagement as it is. I am spending more time on that than actually fighting and advancing , as i was used to do in the vanilla game. That being said, the modders of 1.13 have and keep on doing great work but let's not make it a complete simulation. It is a beautiful game that has come a long way but it should remain a game. For more challenge the settings on the INI Editor can provide limitless changes and challenges , as long as you have time to go through them one by one. We have medics, officers, radiomen, collapsible buildings, moving tanks and jeeps, artillery strikes, new gear of all kinds, it's more than enough, no need to make it more time consuming. I prefer selling the loot rather than saving guns and ammo so my mercs can practice marksmanship. That's me though.

Other ways to enjoy military simulations would be to play the old classic Operation Flashpoint and it's 2 expansions, Red Hammer and Resistance. And the ARMA series which are the spiritual successors of OFP. Or join the military happy

Oh, i have some general questions, which would be the right forum to post them ? Please advice.

[Updated on: Mon, 06 November 2017 20:50]




Nipson anomimata mi monan opsin

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