General > Discussion

estimating factors for to-hit-chance

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eleazar:

--- Quote from: BTAxis on February 10, 2008, 01:15:16 pm ---...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 ---

On the surface it seems to make sense that "accuracy" and weapon skill are different qualities, but when you get right down to it it's really hard to exhibit firearms weapon skill in anyway but accuracy.

IMHO the other only significant variable is "speed".  The weapon skills could be used to determine  how many TU it takes a soldier could use a weapon.  Perhaps max skill would allow the soldier to use a weapon at a given fire mode in half or 1/4th the time of one with a skill of 0.

IMHO this effect would justify the distinction in stats, however it would be harder for a player to remember how many TU it takes to fire a weapon in such a situation.


I don't feel i know enough about what BTAxis has in mind with "unlocking fire modes" to comment on it.  But my personal preference is for the simpler mechanic of simply dropping "accuracy".

Zorlen:

--- Quote from: eleazar on February 10, 2008, 06:00:42 pm ---I don't feel i know enough about what BTAxis has in mind with "unlocking fire modes" to comment on it.

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I think this means making some fire modes to be used only if a certain skill with this weapon is achieved. E.g. headshot mode for sniper rifle being availble only with sniper skill of 50. Though it might require quite some mindwork to add bonus modes for each weapon!

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