Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Split the 'Ranger' trait
cloud107.png  Split the 'Ranger' trait[message #339683] Thu, 26 February 2015 23:14 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The new trait system is excellent - no question about that. What seems a bit odd to me though is the 'Hunter/Ranger' trait. The reason is that while all other weapon classes have traits dedicated to them (Auto weapons, Heavy weapons, Sniper, Gunslinger, Hand to hand), Ranger is a mixture. It's mostly shotguns, a bit of rifles and then survival stuff:

  • +%d%s CtH with Rifles
  • +%d%s CtH with Shotguns
  • -%d%s APs needed to pump Shotguns
  • -%d%s APs to fire Shotguns
  • Adds %d more aim click(s) for Shotguns
  • +%d%s group traveling speed between sectors if traveling by foot
  • +%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)
  • -%d%s less energy spent for travelling between sectors
  • -%d%s weather penalties
  • +%d%s camouflage effectiveness
  • -%d%s worn out speed of camouflage by water or time
  • Can spot tracks up to %d tiles away
I would really like to divide this trait. Currently, the trait doesn't really fit anybody - mercs like Shadow, Monk and Spooky clearly have it so they get the survival stuff - but there is no justification why these mercs would be exceptionally good with shotguns, or even prefer them. Leech clearly has it for the gun part, no reason for him to be a survival expert. Same for others who get it mostly for the shotgun part.

The survival stuff would be justifiable as a minor trait of its own I think - Survival. We could add -x% food/drink consumption and +x% physical/disease resistance for more flavour.

The weapon part is a bit more trickier. Mostly because shotguns suck ingame. Their damage might be high, but the AP cost is extremely high. If your merc is also moving in his turn, you won't get more than one aimed shot off. If that one does not kill the target (which happens later on with better armour), you're dead. Couple that with bad accuracy and low range, and you have a very bad gun. Suppression is high, but I want my guns to kill people, not temporarily annoy them. Lockbusting is useless, as any gun can do that. A simple M4 outclasses a shotgun in almost every scenario.
Anyway, we could just leave the current gun-stuff as it is, but that will make the trait pretty bad, especially for a two-stage trait.

One idea would be to split the gun part into two separate one-stage traits: Rifle proficiency and Shotgun proficiency. This would solve all character issues. Mercs would be able to do what they should and not get illogical boni.

The rifle trait would obviously be a bit... empty. Hmm. Who uses rifles ingame later on? Not ARs and not SRs, just rifles? Are there even decent ones? I guess the Beowulf is there... the Garand, Mosin-Nagant and K-98 are inferior to the 7.62 battle rifles... and there are the rocket rifles, but let's not go there. Is there anything that would be able to make rifles stand out lategame?

[Updated on: Thu, 26 February 2015 23:14]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

 
Read Message cloud107.png
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New feature: ARC
Next Topic: New feature: Strategic Transport Groups
Goto Forum:
  


Current Time: Sat Jan 25 18:01:36 GMT+2 2025

Total time taken to generate the page: 0.01594 seconds