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Close quarters combat and pistols: useless but desired[message #220246] Tue, 09 June 2009 18:03 Go to next message
Dzsono is currently offline Dzsono

 
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Registered:January 2008
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I love the idea of silently taking out the enemy with martial arts or a silenced pistol to the head. But it's just too difficult to maintain this level of role-playing after the first two cities. Aren't there others like me who want to play this way, but are frustrated by the lack of penalties for enemies who still use their snipers and autos at point-blank range? Where are the advantages for those using pistols indoors? One or two AP quicker draw times? Not good enough. What about better/faster stealth while wielding light or no weapons?

Am I making horrible tactical errors or are my complaints justified? Any advice on effective CQC would be appreciated.

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Private 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220248] Tue, 09 June 2009 18:21 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
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No, CQC is pretty much screwed. One thing I'm doing now is making it harder to fire at point-blank range, even with a pistol, but it doesn't solve the entire problem.

I suggested two other options in the past, one is hard to implement (tried and failed), the other may be possible with some work.

The first idea is to allow interrupting an enemy when he/she spots you. That is, if you've got an enemy in view but he can't see you, the moment he spots you you get an interrupt for everyone who can see him and has their gun "readied". This way, you can cover your sneaker as he goes in for the kill. If the enemy turns around, one of your other guys can shoot him before he can do anything about it. I tried to implement this feature, but failed miserably due to not understanding how the interrupt code works... Sad

The second idea is to conserve APs. I.E. you press a button or a key at the start of a turn (only at the start!) and immediately lose all of your APs. However, on the next turn, you have double the APs to use! The extra AP can only be spent on movement. This allows you to "sprint" at an enemy with 100AP, then use the remaining 100AP to beat the crap out of him or slash him up good. This allows you to cover the last few feet towards an enemy and not end your turn a sitting duck hoping he doesn't kill you the next round. There are several problems with implementing this though.

As to the use of rifles and other long-range weaponry indoors, this is difficult because the game doesn't have any foolproof way of distinguishing between "indoors" and "outdoors", at least none that I've come across or can remember at the moment. I don't have any good solutions to that problem.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220249] Tue, 09 June 2009 18:41 Go to previous messageGo to next message
Dzsono is currently offline Dzsono

 
Messages:29
Registered:January 2008
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I like the idea of saving APs for the next turn as it seems like the easiest to implement, but surely it would be too easily exploited! Perhaps the JA3 engine will recognise indoor/outdoor, day/night/shadow, and also give us much bigger maps for less dense enemy groupings for making stealth feasible. Oh no, I didn't mean to make a wish list!

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Private 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220252] Tue, 09 June 2009 18:57 Go to previous messageGo to next message
coffeecommander

 
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Registered:June 2009
Location: Europe, and pitying you.

Are you seriously wishing for JA3?
All the mods would have to be remade :/

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Corporal 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220255] Tue, 09 June 2009 19:30 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
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Quote:
I like the idea of saving APs for the next turn as it seems like the easiest to implement


Unfortunately, it isn't.

Quote:
but surely it would be too easily exploited!


That's basically what I'm afraid of (pretty much always) but I don't believe you can exploit it too much. Sprinting from place to place would be very useful even during a firefight. There are several ways to rebalance it though:

A) Penalties on accuracy while moving. This doesn't happen when running normally in JA2, mainly because you're not really shooting during running but rather stopping and shooting. Still, we could force a penalty for every tile moved during the sprint turn, so you can't run in at an enemy and shoot the crap out of him in a single sprint, you'd just end up wasting bullets and opening yourself to return fire. Knife/HTH attacks would suffer much less penalty for this movement.

B) A lower exchange rate. I.E. you "waste" a turn doing nothing, and then on the next turn get only 50% of the APs as the extra bonus. This should be enough to extend your running range significantly, but you've still wasted 50% of a round where you could've done something more productive. So it only really becomes useful when charging in for a melee attack, especially when combined with A, above.

C) Teaching the AI to do this would be very cool, and probably not too difficult. An enemy with melee capabilities could be set to prefer this type of action when the target is too far away to attack in a single turn. It's certainly easier than group tactics, and if the enemies can do it properly that might balance the entire feature.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220267] Tue, 09 June 2009 21:31 Go to previous messageGo to next message
coffeecommander

 
Messages:86
Registered:June 2009
Location: Europe, and pitying you.

Headrock
C) Teaching the AI to do this would be very cool, and probably not too difficult. An enemy with melee capabilities could be set to prefer this type of action when the target is too far away to attack in a single turn. It's certainly easier than group tactics, and if the enemies can do it properly that might balance the entire feature.

I smell trouble.
AI enemies don't care as much about losing their men as players do, so they might just charge you never mind the likeliness of getting shot in the face by a stabbed mercenary.

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Corporal 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220272] Tue, 09 June 2009 21:56 Go to previous messageGo to next message
Headrock

 
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Quote:
AI enemies don't care as much about losing their men as players do, so they might just charge you never mind the likeliness of getting shot in the face by a stabbed mercenary.


I don't see your point. Are you saying that enemies shouldn't be able to / want to sprint?

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220276] Tue, 09 June 2009 22:11 Go to previous messageGo to next message
coffeecommander

 
Messages:86
Registered:June 2009
Location: Europe, and pitying you.

Headrock
I don't see your point. Are you saying that enemies shouldn't be able to / want to sprint?

Sprinting means having a disadvantage in ranged combat due to the CTH reduction, but melee combat remains at its usual effectiveness. If I fail my interrupt check, I can do absolutely nothing against an enemy trying to cut me up. Survive it maybe, and kill him with a shot to the face, but enemies risking that would be unrealistic/dumb.

So what it would take, imho, is an increased probability of interrupts the longer the distance the enemy covers with his sprint. So sprinting from cover to cover to close a distance would be useful enough, but just running at someone remains suicidal.

[Updated on: Tue, 09 June 2009 22:12] by Moderator

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Corporal 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220286] Tue, 09 June 2009 22:50 Go to previous messageGo to next message
Headrock

 
Messages:1757
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Quote:
but enemies risking that would be unrealistic/dumb.


Why? I expect players would be wanting to do this, so why shouldn't enemies? Naturally, the enemy will be wanting to do it only if he's got good chances of success (HTH/MA/KNIFING, and enough AP to spare at the end of the sprint). They'll also need good morale and aggressive traits/orders, of course. Mid-level redshirt will probably not do this very often.

Quote:
So what it would take, imho, is an increased probability of interrupts the longer the distance the enemy covers with his sprint.


That can be arranged, I think.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220292] Tue, 09 June 2009 23:23 Go to previous messageGo to next message
coffeecommander

 
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Registered:June 2009
Location: Europe, and pitying you.

Headrock
Why?

My solo merc was never stabbed to death (unless first shot) yet, and always got a killing shot off at his attacker afterwards...so maybe it's just my style of play, but charging enemies would have to be suicidal. Somewhat successful if attacking en masse, but suicidal nonetheless.

Headrock
That can be arranged, I think.

Looking forward to it!

[Updated on: Tue, 09 June 2009 23:27] by Moderator

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Corporal 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220298] Wed, 10 June 2009 00:03 Go to previous messageGo to next message
Headrock

 
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Quote:
My solo merc was never stabbed to death (unless first shot) yet, and always got a killing shot off at his attacker afterwards...so maybe it's just my style of play, but charging enemies would have to be suicidal.


Well, with grappling, it'll be much tougher to make that killing shot, especially after you've just been punched in the face or stabbed in the kidneys. Still, as I said, only the most experienced AIs with traits befitting the job would dare do this, because that's what they were trained for/good at. And then the sprint is followed by a hell of a stab that could take out half a merc's life. That merc would not win a grapple with his injuries in the next turn, and therefore must resort to returning a blow or running away, neither of which are very good options. It'll put more emphasis on mercs covering each other.

I still think it all makes sense, but this is a good debate nonetheless.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220301] Wed, 10 June 2009 00:14 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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I don't approach nobody who didn't have a nice dinner of at least 3 stun/tg-grenades

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Sergeant Major
Re: Close quarters combat and pistols: useless but desired[message #220306] Wed, 10 June 2009 00:54 Go to previous messageGo to next message
Headrock

 
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Well that is definitely going to change. HTH shouldn't be an all-powerful tool, but it is certainly underpowered at the moment. Features like the ones I described above are the way to do that. There's a long way to go of course, but I believe it's quite possible to make close combat much more realistic and much more useful than it currently is. It's a matter of determination, really. The end result would be that charging at the enemy lines through an open battlefield would be stupid, and yeah the enemies will probably do it occasionally unless that hole can be plugged as well, but in the meanwhile it'll be a very useful tool for anyone who has the HTH skill, especially in areas where there are more obstacles of any kind.

HAM already allows increasing the penalties for shooting at a moving target. I'll probably add some CtH penalties for shooting after movement, at some point. Then there's some changes done recently by Sandro that improve close combat traits and the way they're assigned to enemies as well. Follow it up by some twiddling for more logical interrupts, couple that with grappling adjacent enemies, and teach the AI at least to avoid misuse, and you've a wholly revamped close combat.

It's a lot of smaller projects that need to coincide, of course. That's how these things work with much of 1.13. They can probably be introduced gradually, at least some of them at first, and then add the tricky ones. The real problem is that there needs to be a breakthrough in how to make "AP Saving" work at all. I've got a few ideas, but prehaps not enough skill to implement them yet. Still, talking about it makes more people interested who might help, right?

EDIT: An interesting balancer could be that only characters with sufficient AGI+STR, good health/fatigue, and a melee combat skill could even sprint at all. That would prevent much of the exploitation possibilities, and will also prevent much of the AI doing it stupidly until we can find a way to tell it not to! Wink

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220308] Wed, 10 June 2009 01:00 Go to previous messageGo to next message
Logisteric

 
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why don't you and sandro team up for a mixed mod? :shake:

you should call it [color:#990000]s[/color]andro & [color:#990000]h[/color]eadrock's [color:#990000]a[/color]ssorted [color:#990000]m[/color]ods [color:#990000]e[/color]nvelope :placard:

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Captain
Re: Close quarters combat and pistols: useless but desired[message #220309] Wed, 10 June 2009 01:03 Go to previous messageGo to next message
Headrock

 
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Ahem.

Smile

Well Sandro's a bit busy at the moment, and just like me he's got plenty of stuff he wants to do. Personally, close combat isn't really my passion, which is why it's lower on my scale of priorities at the moment - I've got my work cut out for me for HAM 3.5, most of which I've been postponing due to bouts at the Temple of Elemental Evil and episodes of QI. In other words, I'm suggesting ideas here, hoping that others might take 'em. Wink

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220312] Wed, 10 June 2009 01:05 Go to previous messageGo to next message
Logisteric

 
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Headrock
Ahem.

Smile


where is the problem? you could use the taunt 'shame on you' to adress the blackshirts :devilaugh:

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Captain
Re: Close quarters combat and pistols: useless but desired[message #220376] Wed, 10 June 2009 08:05 Go to previous messageGo to next message
gmonk

 
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Registered:April 2002
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Headrock
bouts at the Temple of Elemental Evil

Are you playing the original campaign or one of the Co8 mods?

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First Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220378] Wed, 10 June 2009 08:34 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Location: Australia :D
Or it could be SAHCASM - Sandro And Headrock's Critically Acclaimed Shooty Mods Very Happy

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Lieutenant

Re: Close quarters combat and pistols: useless but desired[message #220390] Wed, 10 June 2009 10:08 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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I like what you did there Kaerar... I'd go for SPAM myself... Sandrock's Popular Additions Mod :wrysmiley:

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First Sergeant

Re: Close quarters combat and pistols: useless but desired[message #220418] Wed, 10 June 2009 12:26 Go to previous messageGo to next message
Headrock

 
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Quote:
Are you playing the original campaign or one of the Co8 mods?


Co8'd basic campaign. I've never finished the original because of some bugs in the plot progression (sold an item that was crucial to finishing the game. UGH).

I'm in the 4th level of the dungeon, hoping to finish the game before next week. Then I'll be back hamming.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220459] Wed, 10 June 2009 15:02 Go to previous messageGo to next message
gmonk

 
Messages:668
Registered:April 2002
Location: Newfoundland, Canada
Go check circle of eight's site, they might have a few community patches to correct the bugs (if you haven't fixed them yet.) I got rid of my copy a week after I got it because the bugs annoyed the hell outta me.

Sorry for the OT stuff. I return you now to your scheduled discussion of CQC and pistols...

I like the idea of being able to use HtH or MA in CQC without a huge chance of failure due to not being alive. I'm not sure how it can work in terms of JA2 but I think a HtH specialist/MA dragon should have a decent chance of success to disarm a guy with a longarm at point blank range.

Pistol/Machine pistol might be more problematic, the shooter should have a better chance to shoot than the guy with the longarm. It's just easier to bring a pistol to bear (ready time) at close range than it is with a longarm. But the pistol shooter should also be easier to disarm in HtH, too, especially by a specialist.

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First Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220689] Fri, 12 June 2009 02:04 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:420
Registered:February 2007
Location: Belgium
Quote:
save APs

Don't like that... Then you just use 2 turns...

Quote:
characters with sufficient AGI+STR, good health/fatigue, and a melee combat skill could even sprint at all


Don't like that at all... everybody should be able to run, certainly when wounded (although with an AP penalty the way it is now)...

What I would suggest is simpler:

- use Sandro's improved values for close combat (both for mercs and enemies)

- when using firearms:
*pistol/ machine pistol: CTH is VERY low. There's a chance the person shooting hits himself. You're in a struggle now Smile Enemies seldomly will use their pistol this way.
*any other gun: CTH=0

- when an enemy is right before your merc other enemies don't fire at your merc (because there's too much chance they would hit their comrade) They just get nearer to you or shoot at other mercs.
Maybe an elite could be an exception to this if you prefer it complicated... They may have ignore redshirts.

The rest is up to the player, I believe...

I would use close combat waiting around the corner, in the cover of darkness, in bad weather conditions, or with camo & stealth for an important mission (e.g. rescuing prisoners and not having a silencer)...
If you really want to charge an enemy in the open, then hope that the CTH penalty your oponent receives because you are runnig will be high enough.

I did some tests with Sandro's HTH, martial arts, and knifing traits. I didn't have any problem clearing the first sector without being shot once using either fists or a knife (expert mode, one merc only). Preventing them from using a gun would be nice, but not necessary. I also killed Spike from San Mona with my bare hands with a regular HTH skill.

I remember the first time I played on insane mode (a long time ago) an enemy had sneaked up on me from behind the sandbags and cut my merc down... Thought that pretty cool, though, so I hope they'll try that again.

[Updated on: Fri, 12 June 2009 02:07] by Moderator

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220782] Fri, 12 June 2009 13:02 Go to previous messageGo to next message
Dzsono is currently offline Dzsono

 
Messages:29
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Location: Hungary
caf
Are you seriously wishing for JA3?
All the mods would have to be remade :/


I like the possibility for new mods. I hope they do what Bethesda does and encourage complete overhauls (and give the tools to do it). But in my perfect world, 1.13 would be placed onto a new engine with lush graphics, large maps and a new story with a touch of HAM. Is this too much to ask?

Thor
I did some tests with Sandro's HTH, martial arts, and knifing traits. I didn't have any problem clearing the first sector without being shot once using either fists or a knife (expert mode, one merc only). Preventing them from using a gun would be nice, but not necessary. I also killed Spike from San Mona with my bare hands with a regular HTH skill.


I think the operative words are 'first sector'. After that point the CQC skills are useless.


Come on Headrock! Give up your personal life for me!

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Private 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220786] Fri, 12 June 2009 13:13 Go to previous messageGo to next message
Headrock

 
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Uh Oh

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220788] Fri, 12 June 2009 13:17 Go to previous messageGo to next message
Thor is currently offline Thor

 
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Hi Headrock, I posted a more elaborate idea in the "Re: (HAM) Grapple Checks" section.

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220806] Fri, 12 June 2009 14:10 Go to previous messageGo to next message
Headrock

 
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Grappling and Sprinting are two separate things. Please don't confuse them.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220812] Fri, 12 June 2009 14:18 Go to previous messageGo to next message
Thor is currently offline Thor

 
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Okay. anyway, don't like the sprinting... It widens the gap between turn-based and realism. be sure to make that separately optional if you continue with that Wink.

Wouldn't like 5 enemies to start sprinting on my suppressed merc on a solo mission.

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220818] Fri, 12 June 2009 14:56 Go to previous messageGo to next message
Dzsono is currently offline Dzsono

 
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Thor
Wouldn't like 5 enemies to start sprinting on my suppressed merc on a solo mission.


Brilliant!!!

Thor
I remember the first time I played on insane mode (a long time ago) an enemy had sneaked up on me from behind the sandbags and cut my merc down... Thought that pretty cool, though, so I hope they'll try that again.


Even more brilliant!!!!

If there is anything I have learned from television, it is that stealth is viable and effective. But I am with Headrock on this one, CQC isn't that great. I swear I only want it because I can't have it.

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Private 1st Class
Re: Close quarters combat and pistols: useless but desired[message #220820] Fri, 12 June 2009 15:00 Go to previous messageGo to next message
Headrock

 
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Quote:
It widens the gap between turn-based and realism.


Actually, it's exactly the opposite - it narrows the gap by letting people act "out of turn".

Quote:
Wouldn't like 5 enemies to start sprinting on my suppressed merc on a solo mission.


Funny, I see that as the desirable outcome.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #220822] Fri, 12 June 2009 15:11 Go to previous messageGo to next message
gmonk

 
Messages:668
Registered:April 2002
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@Headrock: I gotta agree with anything cool and nasty the AI can do to the player being a Good Thing(tm). We get to beat the hell out of that thing too easily, too often.

@Dzsono: Are you hopped up on espresso dude? That was wayyyyyyyyyyyyyyyyyyyyyyyy toooooooo many exclamation marks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

j/k, I like the crazy in your posts. :crazy:

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First Sergeant
Re: Close quarters combat and pistols: useless but desired[message #220862] Fri, 12 June 2009 18:07 Go to previous messageGo to next message
Thor is currently offline Thor

 
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Quote:
Actually, it's exactly the opposite - it narrows the gap by letting people act "out of turn".


There you're wrong, Headrock. I'll give an example...

Let's say there's one merc against 6 redshirts. The six redshirts are in the open, the merc is behind rocks and is almost impossible to hit... Two enemies could probably suppress the merc from 40 tiles away, probably even one could do it, I dunno... What matters is, the rest of the enemies could run THROUGH THE SAME SPACE AS THE SUPPRESSION BULLETS flew in the exact same turn and cover that distance...

You call that realism? That's the thing I'm talking about... It's the flaw of turn based and adding this extreme sprint would widen the gap, IMHO... Do you see what I mean?

Maybe I misunderstood you again....





Quote:
Funny, I see that as the desirable outcome.


Okay, but I'm not the one playing with 32 mercs and saving/loading when one is wounded or dead... Razz
I still want to see the end of this game some day or another...

[Updated on: Fri, 12 June 2009 18:33] by Moderator

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #221204] Mon, 15 June 2009 10:03 Go to previous messageGo to next message
Dzsono is currently offline Dzsono

 
Messages:29
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gpmg
@Dzsono: Are you hopped up on espresso dude? That was wayyyyyyyyyyyyyyyyyyyyyyyy toooooooo many exclamation marks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I have bi-annual reinvigoration periods regarding JA2. I purposely uninstall the game for a couple of months and then, when I reinstall with all the new builds of mods I get uber excited again.
P.S. I don't drink coffee because it really does make me shake! (!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)

Thor
You call that realism? That's the thing I'm talking about... It's the flaw of turn based and adding this extreme sprint would widen the gap, IMHO... Do you see what I mean?


If you're looking for absolute realism, don't you question the whole turn-based system? "Ok, you shoot at me while I stand still because I've already run too much these 10 seconds."

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Private 1st Class
Re: Close quarters combat and pistols: useless but desired[message #221214] Mon, 15 June 2009 12:52 Go to previous messageGo to next message
Thor is currently offline Thor

 
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Nope, I like turn based. But it should have some balance. Interrupts make up for that...
But not for the sprinting. In this case it would mean doubling the distance of running through your faction's bullets.

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #221228] Mon, 15 June 2009 16:13 Go to previous messageGo to next message
coffeecommander

 
Messages:86
Registered:June 2009
Location: Europe, and pitying you.

It's a shame JA2 isn't already real-time...
Well yea, at least a better interrupt system, please.

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Corporal 1st Class
Re: Close quarters combat and pistols: useless but desired[message #221229] Mon, 15 June 2009 16:16 Go to previous messageGo to next message
Logisteric

 
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stones, stones , quality stones

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Captain
Re: Close quarters combat and pistols: useless but desired[message #221233] Mon, 15 June 2009 17:04 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
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Logisteric
stones, stones, quality stones

How much for three?

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First Sergeant

Re: Close quarters combat and pistols: useless but desired[message #221235] Mon, 15 June 2009 17:16 Go to previous messageGo to next message
Logisteric

 
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that depends on the target - and the crime, in this special case they are free and you get a fourth on the house

that makes it three stones and one another stone

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Captain
Re: Close quarters combat and pistols: useless but desired[message #221247] Mon, 15 June 2009 18:13 Go to previous messageGo to next message
Headrock

 
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Quote:
But not for the sprinting. In this case it would mean doubling the distance of running through your faction's bullets.


Firstly, we already run through each others' firing lines. That's what you get with a system where you can choose the sequence in which your men move!

But mainly, I think you misunderstood what sprinting is all about. The idea is that you do run faster during the same amount of time, not stretch the amount of time you get. As stated earlier, this is the difference between "time units" and "action points", at least from the theoretical perspective.

The soldier gives up a round so that he can run faster in the other round. This allows covering a larger distance while being less vulnerable, so you can close the distance with an opponent or dash from cover to cover in open terrain. So yeah, it does exactly what you said, but without breaking the turn system.

Skipping your turn usually puts you in a disadvantage, and if the enemy is already within firing range, could be deadly (especially if you've got suppression turned on, in which case you're going to lose all the APs you were wanting to save!). And if you were outside an enemy's range before sprinting, then the sprint can't put you in much of an advantage anyway, especially if CtH penalty for a sprint are made very severe.

So the usefulness would either be to run between cover, or to charge into melee range from a greater distance.

------------------

Thought:

Perhaps the amount of points you can save should be proportional to your strength and agility scores. The stronger and faster you are, the more you can sprint. You still give up an entire turn, but the bonus APs at the start of next turn could be larger.

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Sergeant Major

Re: Close quarters combat and pistols: useless but desired[message #221321] Tue, 16 June 2009 03:34 Go to previous messageGo to next message
Thor is currently offline Thor

 
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This time it is you who didn't read my line very well...

I said doubling, so I am aware that we run through each other's bullets.

Anyway, I've thought about the sprinting and now I'm actually curious... also about the way you are going to implement it... How will you know how many APs you can use to stab or shoot, for instance? Maybe you can have a message like: "X has gained y bonus APs for sprinting"

But I think that, when there is somebody aiming at the sprinter (can also start to aim in an interrupt):
- there will have to be several more possibilities for interrupts indeed (so that a merc or enemy can decide to wait until the opponent is up close before he starts shooting.
- the CTH PENALTY should decrease in a later interrupt if the sprinter is closing in on the shooter, as the shooter is obviously waiting until the sprinter is close and until he has a clear shot.

Quote:

Perhaps the amount of points you can save should be proportional to your strength and agility scores. The stronger and faster you are, the more you can sprint. You still give up an entire turn, but the bonus APs at the start of next turn could be larger.


That's nice!

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Master Sergeant
Re: Close quarters combat and pistols: useless but desired[message #234637] Thu, 08 October 2009 01:09 Go to previous messageGo to previous message
LtDouglas is currently offline LtDouglas

Messages:2
Registered:September 2009
Location: Brazil
I killed a entire map with Shadow just with 1-hit-kill throwing knifes and punching them to death with Dusters. PLaying in extreme.

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