spike
Exemplar
Posts: 360
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Post by spike on Oct 5, 2011 15:13:56 GMT -5
(This is excerpted from my first very rambling and un-focused post about CK. I'm trying to make it more specific and actionable.) AP seems to be based on the skill level of the currently wielded weapon at the start of the combat turn, which leads to a few silly things such as: 1. always trying to end the turn holding a weapon from your higher/highest skill set, 2. then switching to a weapon from another skill set at the start of the turn (since it takes zero APs to switch) in order to gain extra APs with that (less skilled) weapon. I can also see from these forums that it leads some people to be confused about what their AP level is. Lastly, holstering my gun and activating my Knuckler - or raising my left hand instead of my right hand - should not let me run farther. Suggestion: Make AP independent of the weapon being wielded, for simplicity and consistency and to avoid the incentive for the silly semi-exploit behaviour described above. A character's AP may change over time with experience, implants, drugs, etc, but will not change due to a change of active weapon or active weapon type. Specifically I guess the suggestion is to eliminate any AP bonus which is contributed by the Brawling skill, Firearms skill, or (if it exists) by holding any specific weapon.
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Post by fallen on Oct 5, 2011 15:36:23 GMT -5
spike - thanks, added as CK-114 which we will address soon. It's been mentioned a few times on the forum now.
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