Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP v1.1 Release
Re: STOMP v1.1 Release !!![message #257210] Thu, 22 July 2010 22:22 Go to previous messageGo to previous message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Fuck, you're just too fast. I'm just too slow and it's just too warm around here. Sandro
There could be more levels of proficiencies.
That's what I was going to write before having read this line and I still will, go to hell! =D

Oh, I love it, like almost always. But I think 3 levels are a bit too few. Medical for example. I know it's hard to make more skill levels if they don't only multiply values like +20% speed, +40% speed..., but I still think it should look a slight bit more like

Medical:

0 : Can't do anything medical aside from horrificly slowly bandaging light wounds of conscious mercs. Everything else causes chaos. This is for people who are not intended to serve as medics. Gasket?

1 : Can slowly bandage others' wounds unless they're knocked out or critically wounded. Doesn't harm others that often when caring for their wounds.

2 : Can bandage himself and others, is slower when bandaging critical wounds or himself. Can work even when mercs have fainted. Regular first-aider, no risk of causing health damage.

3 : Can treat all kinds of wounds, even of dying mercs, and is faster doing so, like normal, can nurse patients, but is really inefficient. Can opt to learn the Paramedic trait if you want to integrate that feature. Takes a bit less APs for starting first aid.

4 : Is a good healer, but still slow at nursing. If 3 is the basic paramedic, 4 is just better. If having Paramedic trait, can now perform bad surgeries with risk of dealing high status damage.

5 : Fast at bandaging, average at nursing, can only get here if having chosen the holy path of the Paramedic lol. Surgeries still suck, but regularly heal an average amount of HPs. Can choose to become a friggin' Doctor.

6 : Dying mercs get bandaged as fast as normally wounded mercs. Restores a small amount of lost stamina up to a certain limit (+8 points if <20% for example) on critically wounded mercs. More HPs on surgery, less breath loss when doing so, less status damage if it fails. Even less APs needed for starting bandaging.

7 : Is pretty awesome as a medic, restores stamina up to higher values (not much though), can cure status damage when nursing, but not more than 10 points per merc, whatever. If Doctor already, surgery works well, increases natural regeneration, but negligible.

8 : Needs to be a Doctor in order to get here. Is a speedo at bandaging and gets severely wounded mercs up quickly by restoring a percentage of lost stamina (up to...). Real value is at doctoring, can heal more stat points, doesn't take ages for doing so, is decently fast and surgeries always work out well, even when still draining fatigue like always.

9 : Unlimited stat healing, bigger natural regeneration bonus, surgeries heal a good amount while draining less medical bag ressources. Basically a number one top medical merc.

10 : Ultimate level, because stopping at 9 sucks balls. Good regeneration bonus even on working mercs (still negligible), surgeries are an epic win as they drain only a small amount of fatigue.
If Diablo 2: Can revive dead corpses using CPR, can throw shuriken shaped like the Red Cross, can lure Pacos and give him a flu shot he won't ever recover from, then tell Fatima he died of throat cancer or something.

/Medical

This is very detailed, I agree. Make it less, I don't mind, but I just don't want such a skill to consist of 3 levels only. Less levels means more importance, but also far higher thresholds. I can either help a great deal or I'm a loser. This would equalize mercs who are otherwise different from each other in that field. MED 30 or MED 60? I don't care, you're all level 1. For example.

Also, more game mechanics stuff... if I was gay and you were a woman - it would still be a good idea... I don't even drink, wtf!

Sandro
Building up the ENTIRE GAME! Muhahahahaaaaaa...
Probably the reason why I'm serving as a mindless slave instead of actually playing. That's like cooking. Which I don't. And making plans to rule the world. It's just fun.

silversurfer
If they could learn anything, what makes them special?
LootFragg
the merc data could contain information about which traits are or aren't available for the merc to choose.
Gasket can't become "Paramedic". He can become "Demolitions" expert though. Michael Dawson can increase his "Paramedic" skill to "Doctor", but he will never become a "Squad Leader". See? They're still roughly defined, but nevertheless have more options so I can choose to integrate Ice Williams into my sneak-ops crew rather than going for machine gunning expert.

Sandro
That I like it still does not mean I'll do it, so easy...
I can send you pictures of cute kitten I took in Ireland. Then I can tell you what could happen to these innocent beings if you don't do it. But I won't. Because you will comply. I'm just kidding of course. Or am I? DO IT! No pressure. Not if you don't like kitten anyway. Rofl.

---
Edit - Game Mechanics oi

Sandro
(almost) permanent damages to items
How about a sort of mechanical surgery? This gun's permanently damaged by 25%. Do you want your super elite technician-like merc to rebuild it from scratch using all the tools he's got available? Warning: Could destroy the gun even further and will use up most of your tool kit. --> Yeah, make it shine again! / Nah, drop shit to Ira and take another gun.
Weapons and items should only get permanently damaged if hit by explosives or bullets or something. Alien spit would make this even more likely. Common fire already decreases the gun's status, perm damage would just be a bit too harsh there.

Sandro
grapple checks
Wuddawuddawaitasecond. You mean like... ninja kind of shit? Awh damn, son. You is makin' my day, nigger! How about reducing available APs if failed an added hand to hand check (executed at the start of a turn) when standing next to a melee fighter? Makes running away harder. What about performing such a check with a martial artist around upon receiving a movement order. If it fails, sucks up APs and leaves person in place. Running far away is more likely than just moving a tile. That means enemies are less likely to just step back a tile and shoot the kung fu king in the head (see close combat penalty for firing a gun), whereas they're allowed to run away like mad and not turn around. Not only is this relevant gameplay-wise, but also pretty natural. If you're wrestling with some trimmed Asian fist-through-brick monk and just step away 3 steps, he will definitely follow you and step on your head. Why would he wait there? On the other hand, if you're just using all your force to make a dash forward and run as fast as you can without turning around, it's a matter of who's faster. If you get slower, trying to turn around and take aim, he'll use the time to take a dive into your face. Remember: Asians are evil.

By the way, higher chance of smashing an enemy away from you if you're a leet kung fu pro? I just love that animation, made me freak out once when I snuck behind an enemy guard, did my jedi force spin kick to the head and just wiped the fucker off this world in one elite blow, knocking him backwards a tile, leaving him in a blood patch. Far cooler than just seeing him collapse.

[Updated on: Thu, 22 July 2010 22:51] by Moderator

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