Suggestion - Action Points

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JadeFalcon
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Suggestion - Action Points

Postby JadeFalcon » Fri Jul 08, 2016 6:35 am

I was playing the old Fallout, and I was thinking on this.

Currently, we have 3 actions per turn, independently of class or equipment.
I propose the following:
- Make all classes have 2 actions per turn
- Then depending on Armor and Weapon:
1. Light/medium/Heavy armor would have +2.5/1.5/0.5 actions points
2. Small/medium/heavy weapons would have +2.5/1.5/0.5 Actions points

Meaning that a lightly equipped Rogue would have 2+2.5+2.5 = 7 actions per turn, while a hulking tank would have 3.
This would mean that players would be forced to do a tactical choice between heavier weapons and armor, versus more movement.
I do understand that this would force coding changes, and balancing of weapons.. but I think its relatively simple system, and would definitely add flair to the game.

PS: At level 25, +1 Action would be added to the base.
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daedroth
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Re: Suggestion - Action Points

Postby daedroth » Fri Jul 08, 2016 7:50 am

War. War never changes.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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NiteHawk
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Re: Suggestion - Action Points

Postby NiteHawk » Fri Jul 08, 2016 8:18 am

It is a neat idea but I'm wondering if it's too complex.

If anything I would probably do it using armor only. Weapons is over complicating it and it's too hard to balance then I think. There is the issue as well of helmets/etc too. Could ignore those for now though.

Dunno though, seems neat but might again be overly complex and hard to balance.

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daedroth
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Re: Suggestion - Action Points

Postby daedroth » Fri Jul 08, 2016 10:10 am

In fallout it was based on agility (stats max of 10)
action points: 5+1/2 agl (6 to 10)
and different weapons took different amount of AP from 3 to 7
inventory use took... 3 or 4
standing up about the same
perks could give more AP, perks could reduce the cost of certain actions...
i dont think armour would affect action points much at all (if you were going for realism, seriously google people moving in full plate armour, they did not appear too encumbered at all by it https://www.youtube.com/watch?v=q-bnM5SuQkI there are better ones, but the dance at the end is worth it) it would tire you out quicker though
so eh...
good luck with this idea
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.

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NiteHawk
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Re: Suggestion - Action Points

Postby NiteHawk » Fri Jul 08, 2016 10:49 am

daedroth wrote:In fallout it was based on agility (stats max of 10)
action points: 5+1/2 agl (6 to 10)
and different weapons took different amount of AP from 3 to 7
inventory use took... 3 or 4
standing up about the same
perks could give more AP, perks could reduce the cost of certain actions...
i dont think armour would affect action points much at all (if you were going for realism, seriously google people moving in full plate armour, they did not appear too encumbered at all by it https://www.youtube.com/watch?v=q-bnM5SuQkI there are better ones, but the dance at the end is worth it) it would tire you out quicker though
so eh...
good luck with this idea


This isn't fallout my friend.

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daedroth
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Re: Suggestion - Action Points

Postby daedroth » Fri Jul 08, 2016 11:15 am

I know, I am just saying thats how fallout did it. :)
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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NiteHawk
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Re: Suggestion - Action Points

Postby NiteHawk » Fri Jul 08, 2016 11:55 am

daedroth wrote:I know, I am just saying thats how fallout did it. :)


Ah yeah 8)

Aieron
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Re: Suggestion - Action Points

Postby Aieron » Fri Jul 08, 2016 2:53 pm

Armour impacting how many actions you have feels really unintuitive because the less weight you have, the more able to move you would be. The inverse would be interesting though. Imagine a fully armored Knight who only gets 2 attacks (maybe he'd get more taunt actions still to remain 'good'?), but his hits HURT REALLY BADLY.

Not sure if I like this method of differentiating rounds, but I do think the round/action system could be better.. Just not sure how yet.

kaijick
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Re: Suggestion - Action Points

Postby kaijick » Fri Jul 08, 2016 3:49 pm

People tend to enjoy doing more actions, even if it means with smaller returns each. This is because more actions mean less downtime. You take your turn in half a second, then wait idle for 10 seconds watching your screen; that's called an idle game. I ran 6 windows because it gave me more action. There's nothing fun about sitting for 6-10 seconds doing nothing after I spam my actions. This goes for the vast majority of people that will (hopefully) eventually come across this game.

Edit: This is not an idle game nor is it intended to be. That was an example.

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Kruell
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Re: Suggestion - Action Points

Postby Kruell » Sat Jul 09, 2016 3:52 pm

Who is going to pay the salary for Chris so he can work full time to write the code and balance the whole thing out? You are talking about a major undertaking which would require a complete overhaul to the combat system including the most basic of formula. Do we want this game in the foreseeable future or are we willing to wait until quantum computers are available as tablets?

This isn't a FPS game. As a text game of course there will be some "idle" time between actions. The current time (as shown on the stamina bar) gives a person enough time to process what is happening, monitor their character, and perhaps interact in clan chat.
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