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Post by luiscypher on Nov 8, 2011 19:15:33 GMT -5
All love here...so don't take this in a bad way....
There appears to be no real difference in ammo...save that the gun in question may have greater stats....why not use REAL ammo (ie. 50 Cal, hollowpoint) etc with the guns themselves given Velocity/spread rather than pemetration which should be a factor of ammo and velocity.
Other factors for ammo could include...penetration, impact surface area, explosion, ballisrics (crime syndicates often use aluminum 22 Cal. as they flatten to pancake size before exiting the body...thus destroying ballistic evidence...useful if u dpdesire anonymity in assassuinations).
Where are the friggin katanas?!?!
Flamethowers, rpgs, miniguns, and yes chainsaws...
Recoil should be a major factor and require str instead of just dex...further making gun extensiobs...ie recoil mods...something other than just bolded text in the gun info that is just talk....guns with descriptions of man stopping oenetration have the same 1 penetration state shared by all weapons.
Rock on...luiscypher
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Slide87
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Post by Slide87 on Nov 8, 2011 19:48:56 GMT -5
=) hello luiscypher,welcome to this crazy minds forum!
the penetration system is disabled,by now,it will be more useful in future(now enemies have all the same armor);
other weapons will be added in next releases(cory words ^^),yes we want katanas and chainsaws too(look the various thrrads,there's a chainsaw obsession yet xD)
Your ideas aren't bad,really,but in this way the combat system should be changed,and i dont think Devs want this...^^ and afterall(my suggestion) with too many parameters players will become crazy...=) the real ammo idea is good,even if i dont know Devs projects and maybe they dont want to re-see this concept...also 'cause more ammo types,more confusion... However +1 to real ammos...=) surely Cory or Andy answer ur asks/requests better than me...I told u my suggestions remembering past posts...^^ --Slide--
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Post by gravismetallum on Nov 8, 2011 20:02:40 GMT -5
luiscypher yay! You like chainsaws. That's always a plus in my book. Though I honestly don't want a bunch of realistc ammo types jingleing around in the tiny bags we Cyber Knights carry around... I love depth but I don't want micromanagement hell. I would be for the current ammo types with added amor piercing,incindiary, or explosive properties.
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Post by Cory Trese on Nov 8, 2011 20:11:54 GMT -5
There is a careful mathematical balance that is the goal of all game design.
That balance lies some where between abstracting the real world too much and going too far in simulating that world.
As with any on-going development effort a certain prioritization of effort was established and is being executed. The sequence of development calls for the basic elements to be established and tested before enabling the advanced elements. This allows the core of game to reach equilibrium and balance before we introduce the higher order features.
That includes heavy weapons, explosives, etc. As well as advanced (aka, requiring specialization XP) melee weapons. All of those are part of the later stage of the game's process.
Recoil already is a major factor, Recoil already requires Strength not Dexterity. There are already recoil mods as well, we will work on improving the help and explanation of the combat mechanics as we go along.
There are vast differences between the *equations used to generation weapons for said ammo* which is the same as having large differences in ammo.
The game is design to remain playable and before we released it we experimented with a range of different numbers of ammos for storage in cyber loader.
We tried the game in it's early stages with everything from 1 to 10 types off ammunition.
It was clear that the most fun setup is around 3-5 and we established the mathematical rules for ammo early so as to control the 3 core ammo types and leave room for single-round ammos to fill out the remaining 1 or 2 spots. These will probably include ammo like rockets, grenades and other things that consume Gear Load instead of Cyber Loader.
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Slide87
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Post by Slide87 on Nov 8, 2011 20:34:08 GMT -5
Totally agreed with gravis about micromanagement concept...i dont want to became crazy destroying my mind to choose the right weapon for its arc round rate,its blasting effects or to choose the best ammo from 10+ types...surely in this way my ck addiction will decrease...^^ also cause Devs will become crazy too to add all these things....and we dont want crazy devs,right cory?? =P
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Post by LordofSyn on Nov 8, 2011 21:23:36 GMT -5
There is one other point that Cory forgot to mention. Because the game is still in BETA, there are no encumbrance effects. when that does go into play, you'll have to be very careful on what you carry.
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Post by luiscypher on Nov 8, 2011 22:28:13 GMT -5
Cool...it was a strong but not overly examined idea on my part---certainly strong reasons for the current state...and it is beta.
I also wanted to complain about the start start/ability setup...its more than a little annoying to those of my temperment---i hope there are plans to allow total control with w/e restrictions decided.
Still I'm addicted as hell---much promise here, great job.
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Post by Cory Trese on Nov 8, 2011 23:16:26 GMT -5
yeah the Elite version will soon support custom games and difficulty levels
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blackgauntlet
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Post by blackgauntlet on Nov 9, 2011 7:40:15 GMT -5
yeah the Elite version will soon support custom games and difficulty levels Holy shit! A game editor? Really? Slide, you're too late! Cory has lost his marbles! And I love it! I call GM! Hope it's idiot-proof and user-friendly though.
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Slide87
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Post by Slide87 on Nov 9, 2011 8:42:03 GMT -5
Ghghg it seems...=) too many updates =)
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blackgauntlet
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Post by blackgauntlet on Nov 9, 2011 22:55:38 GMT -5
With both editors for CK and TA, we might end up making a TA-inspired CK game and a CK-inspired TA game. ;D If I had my way, I will have a sort of cross-over campaign with heavy influence from Stephen King's "The Dark Tower" series.
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Post by gravismetallum on Nov 9, 2011 23:21:55 GMT -5
blackgauntlet Why would you want to hurt our brains like that? "Am I a Cyber Knight dreaming I'm a Templar or a Templar dreaming I'm a Cyber Knight? And when I'm done playing am I gonna end flying around on the back of a godamn furry wingless dracoform? Neverending blablablahhahhhahhh......
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nyktos
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Post by nyktos on Nov 9, 2011 23:47:39 GMT -5
blackgauntlet Why would you want to hurt our brains like that? "Am I a Cyber Knight dreaming I'm a Templar or a Templar dreaming I'm a Cyber Knight? And when I'm done playing am I gonna end flying around on the back of a godamn furry wingless dracoform? Neverending blablablahhahhhahhh...... LMAO!!! hahahahahaha! cant wait for SoS!!! ;D
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blackgauntlet
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Post by blackgauntlet on Nov 10, 2011 0:46:50 GMT -5
@gravis- The actual question should be "Do Templars Dream of Cybernetic Knight?". ;D nyktos- If there's an editor for SoS, I would make a campaign suggesting that the Steel Song Clan has its ancient origins from the SoS universe.
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nyktos
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Post by nyktos on Nov 10, 2011 0:50:23 GMT -5
nyktos- If there's an editor for SoS, I would make a campaign suggesting that the Steel Song Clan has its ancient origins from the SoS universe. EPIC!!!
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