Fencer Archive

Thread: FanFest Update: Combat Rebalance

Zelos1
Sat Jun 05, 2004 5:51 pm
#1


*** Some of this may not be news, I'm not familiar with what information is not already available. This information largely comes from Dave White, one of the main devs on the combat system. Originally posted on Core Systems forum, but reposted here since I'm a Fencer myself***


"You will not ever be able to kill yourself"


Here's why: There will now be ability point pools available for Health Action and Mind. These pools are constrained by the maximum size of the corresponding HAM pool (including wounds/buffs) but do not take damage from incoming attacks.Instead, points are only drainable from these pools through the use of specials.


Ability point pools will drain much faster (i.e. costs of specials increased) but will regen much faster as well. The same secondary stats will affect ability pool drain/regen as affect the HAM drain/regen. Ability point pools can not be used to incap/kill a player.


"Nobody will attack specific pools."


Further explanation revealed this is sort of true. Professions will still keep torso/health, leg/action and head/mind shots. However, these shots have a substantially decreased accuracy modifier and are not guaranteed to hit the pool targetted, though they are likely to. All three pools will be healable, though he specifically noted that this might NOT be through stimpacks by a Medic. For those who would argue that this is status quo due to Combat Medic healing, the words he used at one point were "we need to make mind damage healable" - which presumably means he doesn't consider it effectively healable now.


"Slow weapons will be slow even when used by masters, just not as slow as when used by novices."


All weapon speed calaculations are being redone. In fact, the existing speed formulas are being tossed out entirely.


Not all players will move at the same speed. An example given was if someone has a rifle equipped that "he's gonna have to put it away to move at full speed".


Equipping and unequippingweapons and armorwill now enter the combat queue so that they do not happen instantaneously. The possibility of additional delay on these actions was mentioned but details were not given.


One special mentioned was the ability to stand after a knockdown at a significant ability point cost. Another was a melee rifelman tactic. It is unclear whether these are examples of what will be in the system or just what MIGHT be in the system.
JediDanMan6
Sun Jun 06, 2004 11:46 am
#2

Cool Stuff
Kisedd
Sun Jun 06, 2004 6:54 pm
#3

My one question. What will incap someone?


Secondly, if you can attack certain pools, but at a reduced accuracty then what it the point of shooting at those pools. People should be able to hit certain pools as they do now, they are a way to keep people from using speicals. It adds another tactical option. Go for the incap, or reduce their speicals pools.


TheNiceGuy
Sun Jun 06, 2004 9:42 pm
#4

Another question. What do u mean by the all three pools will be able to be healed? Isnt that true already? Or are they going to make some sort of mind stim?



SHONDOU ZORAK



Zelos1
Mon Jun 07, 2004 9:31 am
#5






Kisedd wrote:

My one question. What will incap someone?


Secondly, if you can attack certain pools, but at a reduced accuracty then what it the point of shooting at those pools. People should be able to hit certain pools as they do now, they are a way to keep people from using speicals. It adds another tactical option. Go for the incap, or reduce their speicals pools.









HAMs still exist and are where you take incoming damage. The difference is that ability usage no longer pulls from HAM directly, but from the ability point pools instead.


As to the second point, I suppose that depends on the target's current HAM levels, your current ability pool levelsand just how much reduction is involved in "reduced accuracy". I think the point here is you shouldn't spam attacks, but have to consider each time you hit F3 (or whatever) as to whether or not it's a good idea.

Zelos1
Mon Jun 07, 2004 9:37 am
#6






TheNiceGuy wrote:
Another question. What do u mean by the all three pools will be able to be healed? Isnt that true already? Or are they going to make some sort of mind stim?






I only know what was in the original post. The dev spoke of needing to "make mind damage healable" which to me says something more than just giving it to Combat Medic. Originally, I thought he meant stims hit all three pools, but they refused to say that when given the chance - so something else may be in mind there.
Datchery
Wed Jun 09, 2004 10:02 am
#7

You know there are certain quests where you can get stimpacks that heal the mind....so clearly it's possible.
XingYuen
Wed Jun 09, 2004 10:22 am
#8






Kisedd wrote:

My one question. What will incap someone?


Secondly, if you can attack certain pools, but at a reduced accuracty then what it the point of shooting at those pools. People should be able to hit certain pools as they do now, they are a way to keep people from using speicals. It adds another tactical option. Go for the incap, or reduce their speicals pools.









You will incap someone the same way you do now. Reduce one of their 3 ham bars to 0.


You will still be able to attack towards a specific pool, there's just the chance to "miss" and hit something else instead as well as truly miss and not hit them at all. Adds more variables to a fight and sounds quite rewarding.


You won't be able to target the pool that specials come from, it is depleted by specials and regenerates on its own.





Xing Yuen

Pire
Thu Jun 10, 2004 3:46 pm
#9

old news.


here is some more snippets:


http://forums.station.sony.com/swg/board/message?board.id=fencer&message.id=30800


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