Rifleman Archive
Thread: Rifleman and Combat Rebalance
- Separate special action costs from damage – no more dying from using your special actions!
- Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
- Context sensitive abilities – Exciting new visual effects allow you to make tactical decisions based on changing situations – you can "see" what others are shooting you with while in combat.
•Profession and Character Upgrades
- New abilities to help professions – each of the combat professions will be given a specific role in combat to fulfill.
- “Mind” stat Balance - it won’t be the all-important stat in combat that it is now.
- Make all species viable in combat – Different species will have different advantages based on their stats.
- Dramatically reduce probability of “first strike” always determining victory.
Weapons and Armor Interaction
- Profession specific benefits for wearing armor based on Profession - new roles for different armor types to prevent any one set of armor from being "the best".
- Armor types are affected differently by different weapons. – there should no longer be a “best” weapon.
- Make ranged combat more interesting and important - we are working to extend combat range.
- Prevent ability to make one’s self immune to range damage - No more unbeatable stacker templates.
- New ranged weapons – more blasters, more blasters!
Ackehece wrote:
- Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
DaveG wrote:
Ackehece wrote:
- Special action cost adjustments – more variety and tactics in gameplay, special actions now cost time instead of health.
That's really bad. Take novice medic and you can negate those health costs. A time cost is just going to make the game more boring, things take long enough to do already, and it'll beeven more so with the new overly complicated and no-benefit proposed HAM system they're introducing.
DaveG all I can say is wait for the revamp - it may be much more fun then you are giving it credit for.
One of the problems now is that HAM costs have no meaning. Get buffs and you negate them all pretty much.
DaveG wrote:
That's really bad. Take novice medic and you can negate those health costs. A time cost is just going to make the game more boring, things take long enough to do already, and it'll beeven more so with the new overly complicated and no-benefit proposed HAM system they're introducing.
Waste93 wrote:
One of the problems now is that HAM costs have no meaning. Get buffs and you negate them all pretty much.
DaveG wrote:
That's really bad. Take novice medic and you can negate those health costs. A time cost is just going to make the game more boring, things take long enough to do already, and it'll beeven more so with the new overly complicated and no-benefit proposed HAM system they're introducing.
w/o buffs, I can do more damage to myself than my target.... I depend on killing things before they can get to me..... there is no tanking in PvP.
Cpl_Fisher wrote:
Waste93 wrote:
One of the problems now is that HAM costs have no meaning. Get buffs and you negate them all pretty much.
DaveG wrote:
That's really bad. Take novice medic and you can negate those health costs. A time cost is just going to make the game more boring, things take long enough to do already, and it'll beeven more so with the new overly complicated and no-benefit proposed HAM system they're introducing.
w/o buffs, I can do more damage to myself than my target.... I depend on killing things before they can get to me..... there is no tanking in PvP.
this no longer applies because of the this change - it reduces your ability to spam specials but at least you don't hurt yourself anymore:
1. Make Combat More Interesting
•New HAM System
- Separate special action costs from damage – no more dying from using your special actions!
Waste93 wrote:
One of the problems now is that HAM costs have no meaning. Get buffs and you negate them all pretty much.
DaveG wrote:
That's really bad. Take novice medic and you can negate those health costs. A time cost is just going to make the game more boring, things take long enough to do already, and it'll beeven more so with the new overly complicated and no-benefit proposed HAM system they're introducing.
Thay may be so, but it just leads me back to what I said to my fellow rangers months ago. The combat revamp is unnecessary, merely nerfing doc buffs (and lowering armour encumbrances) would solve so many problems, without all this complication and upheaval.
As a case I point, I hunt just about any creature, and I NEVER use doc buffs, and I only slip on armour when I'm being directly attacked.
I hope you can follow my logic, and if you know/see anything to contradict this, please say so! This is a big concern I have about how we've been told things will be. So far nobody "official" has responded to this, which bothers me (I'm either benig ignored/overlooked or I'm hitting on an unresolved issue which they hence won't talk about because they don't know how to fix).
Message Edited by DaveG on 01-25-2005 04:27 AM