General > Discussion

estimating factors for to-hit-chance

<< < (4/5) > >>

BTAxis:
Once it's basically done I'll probably make a new thread about it. It's almost definitely going to be a topic for discussion.

BTAxis:
Back to the issue about the pricipal accuracy vs weapon skill issue though (as that won't change much even with the new system), I acknowledge eleazar's argument that accuracy is useless because weapon skill already IS accuracy. We could solve this by removing accuracy, but I feel the better way to go is to make the weapon skills do something else. For example, unlock fire modes on weapons. Something like that.

tobbe:

--- Quote from: BTAxis on February 10, 2008, 01:15:16 pm ---Back to the issue about the pricipal accuracy vs weapon skill issue though (as that won't change much even with the new system), I acknowledge eleazar's argument that accuracy is useless because weapon skill already IS accuracy. We could solve this by removing accuracy, but I feel the better way to go is to make the weapon skills do something else. For example, unlock fire modes on weapons. Something like that.

--- End quote ---

Hmm, sounds like a good idea. There would probably be a lot of balancing needed, but i am always fond of additional "goodies"...and unlocking fire modes would a nice example, though i am not quite sure if this would the game more difficult...expecially in the beginning. I f i imagine that i would have to do without auto-fire modes, inferno, aimed sniper shots etc....THAT would be really tough 

If you go for the version "unlocking fire modes", I think a new weapon category "alien weaponry" might come in handy...perhaps the combined value of alien weaponry and the weapon skill unlocks the fire modes of alien weapons. This way a skilled Assault weapon user might be better with alien assault weapons (-> more and better firemodes) that an unskilled one

Woreczko:
In my opinion you are overcomplicating skills. UFO is no RPG. Why would a rookie soldier be unable to use burst or full auto of his assault gun, if he wishes so? If his strenght is too low to handle the recoil or accuracy too low, then he will not achieve the desired results. Simple as that.
One thing, which skills could improve, would be reaction speed or in game terms - probability of reaction shots.
If TU costs for firing will become proportional to the speed (i.e. in %) rather than flat TU costs, then weapon skill could also reduce firing costs, say by 1 TU for 25 points in skill.

BTAxis:
I moved this thread to discussion, because I feel it is more at home there by now.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version