Rifleman Archive
Thread: So, You wanted to be a Sniper...
Yeah, I gave similar ideas on range, radar etc. but they go unheeded. /shrug
On the whole though you gotta think of it this way. If you gave just rifleman the ability to go invis on radar, you'd have too much of an increase in rifleman players. It'd be an insane advantage that everyone would exploit. That's why I just went with the blanket suggestion of every PC being taken off of radar. It would give advantages to all classes, and allow for better fighting. Everyone would use their advantages, ambushes, etc. I've already sent a LONG detailed suggestion flow to our Cor. so maybe something will happen. Doubt it, but who knows. As it stands it seems big leaps aren't in the cards.
i believe the 64m is the hard cap because of the drawing distance. if soe expands it to , say, 150m range, the client and server would have to draw/track shots at twice the rate, meaning a lot more data for server to handle and a massive fps hit to the clients.
It would be more purposeful to lower the max range of other weapons to compensate. And it can be done just by changing the stats on the gun's templates. See the tangler pistol, its ranges are like 0m, 25m,45m. not 64m as the max.. and the gun will *not* fire past 40 something meters.
So make rifles shoot out from 64m, carbines out to 35m, pistols out to 25m, melee at melee range, flamethrowers to 16m (as they are now for the specials, this 64m shooting fireballs thing is really lame).
take cover is apparently broken, but in my experience it does increase the miss rate of others, especially npc's..but not by much.
Now the REAL issue is that IF getting hit by ranged weapon standing gets a damage multiplier and going prone dramatically reduces the chances of gettinghit, then melee classes will be king.
especially since you have points to be melee AND ranged.
Going prone means you cant move.. and mr pistoleer/tka can shoot you good on the way in and then ninjaslap you before you can stand up. and at 64m and under range, you can close to melee before you can shoot them with 1 or 2 specials. in short, not enough time.
radar should go completely in my opinion. its retarded. using the overhead map to show you what is in your visual field of view (40 degrees front) is more than enough.
radial flora should be made permanent and cause 'you cant see target' message. if im prone under a very thick bush and shoot you once and peace out, you should not even be able to target me. you cant see me.
The 3 part rifle is a great idea, I love it. However I'de rather see it go into the SL tree, or atleast require and SL to use. They have a LOT less love than we do, and seeign as it has to be a "team" thing, it kinda fits their enterage.
The other thing was the floral. WHile I'de love to have floral(or atleast certain floral) block shots, you run into a few problems. First, that stuff causes a LOT of lag, seriously, I turn it OFF and leave it that way. The other thing is being able to program it so you can shoot through it and they can't shoot back. It would be a constant thing of if you can or can't shoot through it either way. SO it kind of nulls the idea.
Other than that. Love everything going on in here. Keep up the good work.
I definantly have to check the concur block on this. Originall poster knows what Im talking about here. "It only takes one round going down range to put the enemys head down when you are hitting an OBJ.
Overwhelmingly, wherever you go, it seems unlikely that any changes will occur that extend out the 64m range on rifles.
It's ironic that the same company who runs a great MMOFPS (Planetside) that allows dozens and dozens of players to battle it out at extreme ranges has such a limited platform for SWG. I'm sure they have their reasons, nevertheless.
Again, thanks for all the great thoughts.
Cambden Starduster
Intrepid