Home » JAGGED ALLIANCE 3 » JA 3 Wish List » Guns Versus Tactics.
Re: Guns Versus Tactics.[message #3669] Thu, 16 September 2004 03:40 Go to previous messageGo to previous message
Richard is currently offline Richard

 
Messages:29
Registered:June 2004
Location: Montr
I certainly agree that boosting the draw penalty does not deal with the issue appropriately.

The current scheme considered for JA3 (not JA3D) is to allow the player to fiddle with the equipment in the inventory so that he can get some feedback on how many points would be used up if he were to switch weapons. If he restores the original weapon, the cost is cleared (there would be some feedback to this effect, such as adding a +x after the current cost while the player is experimenting with the other weapon which would go away if he were to switch back to the weapon originally wielded). (This of course gives away the intent of adding a cost to equipment switching.)

In relation with right of turn, one has to be careful. To an extent, you would end up with a 'character turn' based on a number of factors such as his initiative (which would have to be added and factored in) modified with other stats such as strength, speed/reflexes, injuries, morale, weapon wielded and so on. (Not necessarily a bad thing and a possible solution for an eventual multiplayer system that is more user friendly.)

The idea of switching weapons resulting in an interrupt also makes sense. You could even consider that any action initiated other than firing could result in an interrupt if it happens in plain sight and out of cover (provided there is no element of surprise).

There is also the possibility of being penalized for carrying a long range specialized weapon in close quarters (not necessarily related to being inside but rather to the closeness and angular speed/reflexes of the target). At the very least, any long-range add-ons (like sniper scopes and laser scopes) should not help you and its associated bonuses cancelled for a close shot. You could even go as far as penalizing aiming at close range when using a long range rifle and possibly give an interrupt if the target is within melee range AND is aware of your maneuver.

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