View Full Version : Stardust Memories
Picho
11-30-2006, 10:46 PM
This is a game im working on... this is some of the first drafts of the HP system the game will use. Though there is much more for me to do...
Project Guncraze
Stardust Memories
HP Method
It has come to my attention that normal FPS methods for the game will not be able to work in a MMOFPS. As such I have devised a way to combine the more tactical games such as Tom Clancy’s’ Splinter Cell and the more arcade like Unreal Tournament.
The result is the Blood Point system.
Blood points are a full body way of keeping track of how much life a character has. Players start off with 100 points when they begin the game. BP regenerates at a constant rate when lost, and cannot be healed through health packs.
The body is divided into seven sections at the start, though this may increase to ten or more sections. The original six are:
Head- the infamous target of targets. Protected by helmets and shield devices. A successful hit here can cause a number of problems for the victim. However, unlike most games, it does not equal a 1-hit kill, even if they are not wearing a helmet. Instead a successful bleeding check, which is would happen as long as the headshot is not a graze, will result in major bleeding*
(When a person is affected by major bleeding, they lose hp at a very high rate. This would result in death with in 5 seconds at full blood points regardless of how many BP a person would have. Each of those five seconds a ‘clot’ checks is made, but has a low chance of success. A health pack would slow it to bleeding status, and another would stop it.)
Torso – This is were most of the shots will be made. Can be protected by shields and body armor. As long as the torso is above 25% hp, a successful bleed check would only result in normal bleeding (BP loss at about 5 BP per second with a med chance of clotting) below that would result in major bleeding.
Arms x2 – These areas are a little harder to hit, and are less ‘important’ then the head or torso. As a result there are currently no major bleeding effects for the arms. However, that might change. Body armor, gloves and shields can protect the arms, as well as the very weapons the player is wielding.
Legs x2 – Like the arms they are less important then the head or torso, resulting in only normal bleeding damage. Pants, body armor and boots can protect the legs.
Lastly is the heart, damage here would result in similar death as a head shot, but requires a piercing power of about 0.5 (1.0 would be the ability to shoot through a human torso)
HP for torso = 100
HP for head = 40
HP for arms = 50
Hp for legs = 70
If either the head or torso is completely decreased of Hp the player dies. There may be some hp tweaking in the future as this is just numbers thrown out there for the moment.
As the head loses hp, the characters vision blurs a little bit, after a head shot it becomes blood red. As the torso loses hp, stamina regen drops as well as max stamina. The arms control accuracy, so as hp is lost here, accuracy is decreased. If hp is completely lost in one arm, then the ability to do things that need both arms is inhibited. (ie, climb ladders, use heavy weapons, ect.)
HP regens while the player doesn’t perform any strenuous activities for sometime or isn’t taking damage.
BP regens at all times as long as the character isn’t taking damage or in bleeding status, it increases with speed based upon how much percentage of HP the character has.
ZippyDSMlee
12-01-2006, 04:30 AM
Is this real time damage or turn based (GW,WOW,COH/COV ect,ect).
Just to fully understand where you are going with it.
I am guessing tho its a FPS like meaning real time even if you tact on armor,weapon,projectile "rolls" it all should be nearly instant.
have you planed out armor?
I might up piercing to 2.0 just to keep from going minus 0.1 by the time you have various armors and weapons you might need it.
------------------------------
Are you going to take it the next step and add arm/leg disabling?
I recall alot of interesting things happening in Dues ex 1 with its location damage setup to halve or reduce movement by X% for X amount of time and you could have the weapon arm if hurt have a slower aim or have choppy accuercy X amount of time ,but the trick with it is balancing it out so you don't hurt the gameplay to much with it being realistic.
-------------------
I must say the HP system sounds good,I am unsure what kind of game you are going for it sounds like a realistic "Human" based MMOFPS the gerne type would would only add fun factor to it sci fi or magic can balance the gameplay and realisim to amke the game more fun if you are going for a WW2,old west,modern time for it I see the realisim hurting it alot 0-o
Sorry if I am not making any sense I cant seem to tell up from down anymore.
TO me to much realisim can damage a game the newest game that shws this is Quake 4 altho i don't know if its realisim or just bad weapon design/balancing.
Speaking of witch I am trying to start learning to code for Q4 :P
XP SP2 check
MS VS C++ EE have 200ish MB left on it
Q4 check
Q4 SDK check
Q4 patch check
MS VS C++ EE info to add Q4 to it check but cant understand WTF it means >>
I miss U1 script....
Picho
12-01-2006, 06:21 AM
Well im not going compleat realism like Tom Clancy or WWII online.
Basicly a middle ground between the two, since in order for a weapon to be useful in later levels, it ends up being able to take out more hp. (because of the armor and hp the high level character would end up having.) thus the low levels would be instantly wiped out when you shoot the super duper death ray just near thier big toe.
piercing of 1 is suppose to be the mesurement it takes to shoot through a human chest, piercing would end up being something like 0.599 or something like that..Most hand guns would have under the 1, and most rifles would have over the 1.
Though of course base may end up changing, since nothing is quite set in stone yet.
As for your first question, yes, everything is done in real time.
Most of the punishment of getting hit is to encourage players not to get hit in the first place, without making them dead. Kinda like putting a hot kettle out and asking them to pour tea. They burn thier hands a couple of times, but easily recover learning to use the oven glove to pour the tea from the hot kettle.
The game is set into a sci-fi setting allowing us to make our own mechanics after we get the stuff how the 'real' world mechanics work. In other words, after we finish working out balisitcs, we make hybrid and energy based weapons. With the nature of the game as well, The FPS is only a portion of the game play. Next up is the spaceship mechanics..
ZippyDSMlee
12-01-2006, 01:45 PM
balance in gameplay adds to the fun factor,and so dose the fun factor ^^
I would suggest to up all bases to to 2 or 3 with in that you will have 20 or 30 points to play with in increments of 0.1 and be able to have a insanely wide variation in armor and weapons,unless you are a fan of lower numbers such as 0.001 but the more simple the numbering scheme the eiser it is to add crap up,but I am merely sayign this from all the odd little numbering things i have tried over the years.
still sounds nice ,add sci fi elements NICER :D
Are you doing it 3rd or 1rst person style? I love 1rst person style the msot its just more immersive,if you dont know give a choice some people like to cheat and love 3rds wide range of view 0-o
Picho
12-01-2006, 02:12 PM
It will be FPS, and unlike other FPSs right now, i want to figure out a way to get periphial vision <sp>
You know how in real life you can see a little wider then you can in FPS. I want to allow people to play with multi moniters or widescreen monituers to be able to see more of the field.
As for armor and stuff...
Think of our world in a way, like every year a new maden game comes out, or a new chevy tahoe. Same thing in my game. You wont just have weapons with the name 'pistol' instead you would have something like the 1997 smith and wenchester desert eagle.
ZippyDSMlee
12-01-2006, 03:01 PM
It will be FPS, and unlike other FPSs right now, i want to figure out a way to get periphial vision <sp>
You know how in real life you can see a little wider then you can in FPS. I want to allow people to play with multi moniters or widescreen monituers to be able to see more of the field.
As for armor and stuff...
Think of our world in a way, like every year a new maden game comes out, or a new chevy tahoe. Same thing in my game. You wont just have weapons with the name 'pistol' instead you would have something like the 1997 smith and wenchester desert eagle.
Well whatever you call the weapons they need to be different than each other and need to be balanced well.
also having modable weapons could spice things up
food for thought
.38 is a oversize BB gun 6 or 8 round cylinder slow reload time(4sec) has a quick load mod (2sec)
has 3 bullet types,
Normal Bullet:Damage 1 (preceing o.3), low chance of going thru armor
prieceing:Damage 2(3 unarmored)(preceing 1) has a good change to go thru normal armor half chance to go thru medium armor and so on
poison damage light,(preceing 0.3) causes various ill effects haves a 15% change to go thru normal armor,8% for meduim its a paint ball on higher levels of armor.
.45 with 9-12-15 shot clip fast reload rate(2) add 10% to preiceing
Normal :damage meduim (3) perciseing (0.3)
Preiceing:damage meduim (4) unarmored (5) perciseing (1.3)
Explosive: damage meduim (5) unarmored (6) perciseing (0.01) more damage if it can percise target preaceing chance is for this one would be 5 out of 100 maybe
modable weapons and diff types of ammo add to the nuances of the game
what are you doing with ammo if it reg FPS drops or soemthign more akin to DX2's uni ammo you have 5 types and they can be sued for any weapon but at different amounts,while DX2 is not a game that should be quoted alot uni ammo is not evil its all in the balnceing *L*
you want to keep the weapons in reason but use real world stuf as the base since real world stuff can be moded to varying degress uping it soem for fiction weapons is not bad Q4 dose have soem neat mod upgrades for the weapons but falls shot of them being great,the shotgun gets a 12ish round CLIP I think but the refire rate is still a shot gun I would have so tooken it and made it into a mini street sweeper 15 round clip 3-5 sec reload and refire rate more like a pistol than a shotgun (is pistol is a 2 on refire rate and shotgun is a 5 then the mini street sweeper mod I am GOING to make will have a refire rate of 2-3).
Tell if I am going overboard with any of my ideas I tend to go overboard but I love insane weaponary :P
Also do you want to go with alternate fire modes or alt fire?
Picho
12-01-2006, 06:13 PM
Okay for weapon/armor systems, I base it off of some games I have played in the past.
First up is No One Lives Forever. In here you had the ability to switch between different ammo types for some weapons.
Eve Online – Weapons did different types of damage, and certain types of damage were protected against better then others.
There may be a few others that I’m leaving out…
So what we have is weapon weights, gun types, and ammo. This list doesn’t include melee weapons however.
Ultra light weapons – AKA the ammo weapons – These weapons count as ammunition as far as reloading is concerned. In other words, these weapon do not reload, only pull out again. They are Grenades, Derringers, Throwing knives, Revival Items, and a few other things.
Light weapons – Aka one handed weapons – these are in most cases your pistols. Includes revolvers, pistols, rapid-fire pistols (i.e. Uzis) these weapons can be duel wielded fairly easily.
Medium weapons – Aka two handed weapons – These are the most powerful weapons that most of the classes are able to get. They include rifles, assault rifles, shotguns, smgs, and sniper rifles.
Heavy Weapons – AKA Soldiers equips – These weapons can only be outfitted to Infantry class characters, and heavy arms class characters. These include Rocket Launchers, Machine Guns, flame throwers, grenade launchers, ect. These can only be duel wielded by Heavy Arm class characters.
Ultra Heavy Weapons – AKA WTF! – These are the gods of weapons. Can only be equipped by Heavy Arms characters for the most part. Some weapons, such as the Anti-Personal Cannon can be used by Infantry, but only when it is mounted and in prone position. Several of them can also be found on vehicles. They include Multi-Rocket launchers, Rapid Grenade Launchers, Anti-Personnel Cannons.
Weapons deal different types of damage.
Kinetic – The staple damage type and the most protected against. This is what every normal bullet would dish out.
Explosive – Standard damage from explosives (go figure) Also heavily protected against
Fire – Flame throwers and Explosives dish out this damage. Also heavily protected against.
Poison – Special bullets and needles deal this damage No armor can protect against it, due to its damage method. Only defenses is to stop the attack from penetrating, growing immunities to it, or taking antidotes. Harder to get a hold of in bulk.
Ice – Ice throwers and other special weapons dish this out. Because of its rarity, very little armor protects against it.
Electric – Tasers and Lighting throwers deal this damage. Can be non-lethal or lethal depending on the power of the attack and the length of the attack. (There is to be some work were you can arrest enemies not just kill them.)
Energy – Special energy weapons deal this out such as plasma or laser weapons. Still in production though, so it won’t be showing up at release.
Ammo is done is such a way that you have things like 9mm handgun bullets and 14mm rifle bullets. Players can also set up clips to have special bullets fire every so often.
Like they can have their clips filled with normal bullets, but every third bullet is a phosphorus bullet.
As far as modifications go, Oh yes there will be mods. How these will happen though, I haven’t quite worked out the details.
And for the balance, I’m not looking at weapon to weapon balance, but weapon to armor balance. After all it doesn’t matter how balanced the weapons are, if armor is crap.
ZippyDSMlee
12-01-2006, 06:35 PM
And for the balance, I’m not looking at weapon to weapon balance, but weapon to armor balance. After all it doesn’t matter how balanced the weapons are, if armor is crap.
Well ya if you are doing a MMO type setup you have to have over the top balanceing of stuff so that sounds better than just vague weapon balancing.
How dose armor work normal RPG style % rolls or FPS like degrade?
also do you ant to differentiate areas that are armored and area that are not I.E. gaps in coverage?
The hunters in Halo made it diffrent to try and find their weak spots.
am I helping any? or askign pointless annoying questions :P
Picho
12-01-2006, 08:56 PM
Heh, the questions aren’t annoying at the least.
For almost everything, its like FPSs. Armor does degrade, though depending on how complicated I can make it, it will degrade in sections. (the sections are different depending on the armor.) For instance in a real bullet protective armor, it cannot cover the whole body. There is small gaps between the plates, hardly big enough however for the ability to really pick them out in a fire fight, but they are there.
There is also the ‘hidden’ armor types as well. Which is like a bullet proof vest that is made to look like a stylish business suit.
While it is a MMO, it mostly hits more roots in FPS. What this means is I want to work hard to avoid ‘nerfs’ but instead work like how our world would. If I create a rocket launcher, then I make reactive armor to counter it. Then I make a new weapon to counter the reactive armor.
While this does cause the effect in mmo’s called ‘flavor of the month’ the game is more true to its FPS roots and doesn’t try to stop it. (since in a RPing sense, what mercenary wouldn’t be trying to be the most effective mercenary?)
The leveling system though still needs work. Since I don’t want a situations like in ET where everyone is playing a sniper in a mission, but no one is being an engineer but at the same time I don’t want someone who ends up being “an army of one
ZippyDSMlee
12-01-2006, 09:18 PM
Heh, the questions aren’t annoying at the least.
For almost everything, its like FPSs. Armor does degrade, though depending on how complicated I can make it, it will degrade in sections. (the sections are different depending on the armor.) For instance in a real bullet protective armor, it cannot cover the whole body. There is small gaps between the plates, hardly big enough however for the ability to really pick them out in a fire fight, but they are there.
There is also the ‘hidden’ armor types as well. Which is like a bullet proof vest that is made to look like a stylish business suit.
While it is a MMO, it mostly hits more roots in FPS. What this means is I want to work hard to avoid ‘nerfs’ but instead work like how our world would. If I create a rocket launcher, then I make reactive armor to counter it. Then I make a new weapon to counter the reactive armor.
While this does cause the effect in mmo’s called ‘flavor of the month’ the game is more true to its FPS roots and doesn’t try to stop it. (since in a RPing sense, what mercenary wouldn’t be trying to be the most effective mercenary?)
The leveling system though still needs work. Since I don’t want a situations like in ET where everyone is playing a sniper in a mission, but no one is being an engineer but at the same time I don’t want someone who ends up being “an army of one
that could be annoying armor degrading atho again depending on hwo you do it is the key
System shock 2 had weapon entropy witch to me hurt it alot,now if fixing it only took 10 secs every 3 or 4 reloads it would not be so bad but it had a tool you have to use and making it tricky
off topic rant that I cant let go off
Also ammo in RPGs is a bad idea baldurs gate and morrowind being really hard for Range weapons,weapon degrading I can stand as long as repairing is it easily like Diablo or even morrwind.
I forgot to ask since its degrading armor is it repairable?
Needing a skill to repair it could be to annoying however maxizeing repairs and givieng it a bonus of 10-40% effective a skill for armoring would not be bad.
I don't mean to lead you off your game type but I will always try and keep you aware of that knifes edge called gameplay :P
and you are handling it well so far,when I do weapon builds I tend to go for fun/obvious upgrades for stuff
Unreal 1 was so easy to edit oh the things I did to it..I am trying to get back into coding not got on my feet yet *L*
Picho
12-01-2006, 09:45 PM
Achieving ammo is as easy as it is to get the gun in the first place. In other words, if the gun uses stuff like 9mm hand gun bullets, which is the most common type of hand gun bullets, then it is easy to get the ammo back. Now when you start getting into specialty ammo, that’s where it is harder. Stuff like poisoned bullets or ‘banned’ ammos tend to be harder to get.
Banned type ammos would be things like explosive bullets or hollow point types. (which are banned in real life, but can still get them in the black market. )
One of the balancing features in weapons is the reliability of the weapon. It also allows for more sideways expansion then straight up and down. Somethings that can happen as you fire are Jams and Misfires. The less complicated the weapon, the less likely it will jam. The more expensive the weapon (in some cases) the less likely it is to misfire.
Revolvers and Derringers never jam, and rarely misfire, but tend to have performance penalties.
Armor is quite easily fixed, depending on what it is. Just like in real life all you really have to do is replace the clay plates and patch the vest. (which however is NOT recommend in real life, but its what happens in the game)
Basically after the initial purchase of the armor, all you have to do for most of them is replace the broken parts.
As far as the knives edge, are you talking about knives or game play? I know that bullet vest cannot protect against a knife as well as they can a bullet.
As far as game play, it’s the reason I’m always juggling around with things. The game play is going to have a harsher learning curve then most mmo’s I can pretty much bet on that.
ZippyDSMlee
12-01-2006, 10:17 PM
""The game play is going to have a harsher learning curve then most mmo’s I can pretty much bet on that.""
Never played FF11 have you? 3 months int the game and I still didn't get it...
most others after a week you figure out the game is limited because they kill you with busy work or do not let you have any real control over how your character develops.
I understand this is a Realistic futuristic shooter it dose not sound bad.
however its nearing my intolerance zone :P
have you thought out reload times and ammo changing times? not to mention changing weapon times *L*
usauly when doing realistic like I take the real time and halve or quarter it then after that tweak it to the time you most prefer
what about Armor "cleavage" spots where its not covered or are such things left to a % rolls ?
On the edge of gameplay is the land the fun factor and the cliff the realisim/annoying stuff balanceign things are a bitch.
I know you thought out energy weapons some,
plasma sears wounds but hurt like hell(bleed less but dose more damage) things like lazers/plasma dont forget some of this class can be dull Kinetic energy they don't penetrate as much as bash.
Look at the Plasma energy guns on Halo and Halo 2 they basicy throw hard fiery punchs hats one way to look at "projectile" energy weapons they have a dull Kinetic kick compared to a bullet but they also come with a effect most radiates "burns" be it fire/electricity/cold electricity and cold siffins and or plays with mussels and weapons.
theres more energy types and effect types ad such but you get the point.
---------
I am not overly inspired so I can think great right now but I see alot of trouble with the ammo setup what good is a nice new weapon if it requires X ammo thats hell to get,of coarse if you are not heavily limited to what you can carry that might help things alot....mmm.
heres a poor thought ammo works like a "battery" from this "battery" you fill clips up with but then my train of thougth stops there..and without anything else to add to it ammo stash/bag and battery are the same *L*
I need to go to bed anyway *yawns*
*L*
Picho
12-02-2006, 12:03 AM
Well while I’m going for the more realistic, the game is supposed to be based a lot more on anime realism. Look at shows like Cowboy bebop or outlaw star.
Armor does do a lot of things when it gets hit, not just –x% from the damage or –x damage.
Mind you the player themselves never really sees the complications behind the way a bullet hits them.
But lets say a piece of armor has a pierce of 1.0 and was hit by a bullet with a pierce power of 1.5.
The damage dealt to the player is equal to 1/3 of damage of the bullet. This damage is minus the natural defense the player has.
The other 1.0 damage is not completely defeated by the armor however either. The defense for its damage types as well as special abilities is applied. If a bullet is not able to pierce though the armor, all damage dealt becomes non-lethal. (Thus no blood loss)
Since it is also an RPG like FPS, the player starts off a little weaker then most current FPS, but then begins getting up higher. Though there is still much work to do…
ZippyDSMlee
12-02-2006, 02:59 AM
Well while I’m going for the more realistic, the game is supposed to be based a lot more on anime realism. Look at shows like Cowboy bebop or outlaw star.
Armor does do a lot of things when it gets hit, not just –x% from the damage or –x damage.
Mind you the player themselves never really sees the complications behind the way a bullet hits them.
But lets say a piece of armor has a pierce of 1.0 and was hit by a bullet with a pierce power of 1.5.
The damage dealt to the player is equal to 1/3 of damage of the bullet. This damage is minus the natural defense the player has.
The other 1.0 damage is not completely defeated by the armor however either. The defense for its damage types as well as special abilities is applied. If a bullet is not able to pierce though the armor, all damage dealt becomes non-lethal. (Thus no blood loss)
Since it is also an RPG like FPS, the player starts off a little weaker then most current FPS, but then begins getting up higher. Though there is still much work to do…
A midnight snack has kept me up.
I udnerstand about the % rolls ,I was just curious if there where holes in the armor areas that would be treated as unarmored if you could hit such a small spot.
But then you dont really need that bit of realsisim you have locations,blood,HP ,ect,ect.
Also I forgot to ask have you played with range ideas?
Most kinetic weapons lose power and perceing ability over medium and long ranges,while some max out at a spot between medium and long,and some only max out at long range.
removed for endless editing...I think I add....then I think again...then I adjust and balance it....then repeat to infinity LOL
if anyhting it comes down to heaven forces have D&D style protection if you are not near thier rateing you are not damaging them,normal armor is a mixed bag it can prevent damage but most likely it will reduce it,energy shields absorb damage,melee shields are like normal armor but they block and deflect more than they reduce,vechiles have their own rating setup various openings and weaknesses.
you would post while I am editing this :P
Picho
12-02-2006, 06:10 PM
Well there is 'magic' in a sense.
The Magi class is a person who manages to use implants in very strange and unusual ways. Its not like Everquest magic... but it is instead created through manupiluating the feilds (magnectic and such) to do things like create a force field or a ring of fire. However, the medic is the healing class.
Still haven't quite figured out everything yet, But some of the things that want to put in. Things you see in the anime and movies, like hacking another persons implants or space ship, or back hacking the hacker. (Hacking characters isnt suppose to be something that is easily done, and the less cybernetics you have, the harder it is to hack you. But then of course the Cybernetics allow you to do increadable things) Being able to fly through a barage of missles with a highspeed spaceship. (like outlaw star) Then lots of other abilities and such. Even classes that are suppose to be like the Nemisis from RE (the movie version where he had two big weapons. AKA the Heavy Arms.)
Mind you, i want to make sure i do alot of work early on to avoid nerfing characters..
ZippyDSMlee
12-02-2006, 07:23 PM
Well there is 'magic' in a sense.
The Magi class is a person who manages to use implants in very strange and unusual ways. Its not like Everquest magic... but it is instead created through manupiluating the feilds (magnectic and such) to do things like create a force field or a ring of fire. However, the medic is the healing class.
Still haven't quite figured out everything yet, But some of the things that want to put in. Things you see in the anime and movies, like hacking another persons implants or space ship, or back hacking the hacker. (Hacking characters isnt suppose to be something that is easily done, and the less cybernetics you have, the harder it is to hack you. But then of course the Cybernetics allow you to do increadable things) Being able to fly through a barage of missles with a highspeed spaceship. (like outlaw star) Then lots of other abilities and such. Even classes that are suppose to be like the Nemisis from RE (the movie version where he had two big weapons. AKA the Heavy Arms.)
Mind you, i want to make sure i do alot of work early on to avoid nerfing characters..
nice :3
I think I final figured out I need a damage threat system a pistol would be a 2 a shotgun a 3 a grenade a 10 most devine protections and vechiles start around 7 or 8,most normal armor would 1-3 heavy armor 4-6 elite armor 8-11 and the basic human tank has a armor rateing of 10 meaning a normal grenade will do normal damage to it unlike a jeep at a rating of 7 it will get extra damage/impact, preicieng mods(be it bullets or kinetic enhancers) can add 1-5 more to a weapons rating the trade off is it eats more ammo
Entechs Mod.45 pistol damage 3 threat 3
12 clip -Anti Armor (ammo cost 2x) threat 2
Mods
Scope
kinetic enhancer(damage+range booster) threat 2
A threat of 7 means you can play tag with anyhting with a armor rating of 7 or less,to balance it maybe makeign it do half damage on 8's and no damage on 9+
this is a medium grade pistol with a basic skill in pistols it dose almsot 2-3X more damage than a reg pistol with a max skill in pistols almost 4X with personal enhancers implants or items that boost you it can max out around 6X mind you this is damage not damage rating
So lets say you start out doing 10points of damage with it a unarmored jeep has 500 HP, small enimes have 30HP lager ones have 60-150
tact on kinetic enhance thats 5 points of damage add 2 or 3 levels in pistol skill thats 2-3 more points tact on X or Y bullet type thats another 2-4 we are at 19 max damage with the pistol for a medium level pistol lover add armor to them and location damage bonus you can claim 6-38 a hit BTW add shields(E or M)to them and it can further reduce it a "head" shot is double damage depending on if you made it past the head protection so 2 or 4 high rolls to the head and most light to medium enimes fall with the % 1-2 hit instant kills can only really be done by heavy weapons or heavy sniping weapons and even then higher levels dont fall well 0-o
I been thinking on how to do energy shields
Tipcail starting alien shield
charge/HP 40
Rating Half damage 1-4
Rating Full damage 5-14
Instant shield disable 15+
Weakness some types of energy X2 damage 2X threat(if threat 15+ shields go pop)
Shield recharge 1 HP every 2 sec for 5 sec then it kicks back on
these guys are mean but their armor is like 1-2 for all but the highest levels..
All thier casts and clans wear shileds it goes from 40-1000
SO a Basic "elite" comes out as
250 HP (humans have 100 HP with augments and other things you can raise your HP humans start with 100 and can max it at 800(half augment (augs come in 3 types bio,cyber,magi),aliens 150-250 Hevan 80 Hell 500-1000 they only have melee shields and a few wide open armors )
Armor rateing 10
Shield HP 400
Rating Half damage 1-7
Rating Full damage 8-14
Instant shield disable 15+
Weakness depends on clan
Recharge recharges at a rate of 5 HP a sec during this time for 8secs all its to damage rateigns are halved so you will be damageing it during that time.
mind you balanceng all this needs *L*
I dunno why I bother the more I think the more I add *sigh*
BTW the alien race is a triable multi humanoid animal race with 6 or so subtypes however other than look/size only HP and run speed vary I think *L*
theres about 25ish hell subtyes but most fall into weapon or vechile catigory
(I mean really you cant have a Hell force without a horde generic looking monsters :P)
Heven I think I am leaning to Elven angels and dwarf angels....maybe not...but then again a stout dwarf with wings and a hammer bigger than he is going on a hulk rampage in a halo like valley to remove the damned....mmmmm
Meuim Mele skill Earth rendering hammer reg fire is a nasty smack alt fire is a over handed smash that dose radius damage around him and if he has the energy you could do a over handed smash that dose 2X more damage in a 4X larger radius but he has to take 4 secs to pull the hammer out of the ground.
BTW if you cant tell this is all on the fly....when ti rains it pours >>
Picho
12-03-2006, 03:44 AM
This sort of thing is for your game correct?
While its all well and good, you should realize that if your pistol has a threat level of 7 (from my understanding of it) and 8 does half damge and 9+ is no damage, it creates a rather large jump very quickly. In other words 1 point makes all the differance between half damage and no damage.
Its the reason i like to work in very large numbers, to create a sort of curve of the full to non-effectiveness of an ability or something of the like.
If you were to look in most MMORPGs, a level 4 character is almost always beaten by a level 5 character, just simply because the level five is 1/100th stronger then the level 4 character (if they are using a pre-gen system with a hundred levels. Think of like Everquest 2 as a pre-gen game. In otherwords, the options you get to choose are, at best, minimaly effective.)
Now while playing a game such as Disgaea, which has numbers that go into the thousands, It creates a very gradual curve to the 'ultimate power'. In other words a level 4 character could infact beat a level 5 dispite the level 5 being only a 1/1000th stronger then the level 4.
This would be because the level 5 is not very much different from the level 4. So then in the end it boils down more to who hit first, who has the better equips and who is luckier. IMO the more gradual the curve of things the better, esspecially if to get to the top of said curve would be like climbing mount everest naked. (in otherwords, really really hard to do.)
Dont get me wrong, I'm not saying your idea is wrong. I may end up being just a crazed madman with a keyboard and have no idea what I'm talking about. But only time will tell of what reality I can make.
ZippyDSMlee
12-03-2006, 05:48 AM
This sort of thing is for your game correct?
While its all well and good, you should realize that if your pistol has a threat level of 7 (from my understanding of it) and 8 does half damge and 9+ is no damage, it creates a rather large jump very quickly. In other words 1 point makes all the differance between half damage and no damage.
Its the reason i like to work in very large numbers, to create a sort of curve of the full to non-effectiveness of an ability or something of the like.
If you were to look in most MMORPGs, a level 4 character is almost always beaten by a level 5 character, just simply because the level five is 1/100th stronger then the level 4 character (if they are using a pre-gen system with a hundred levels. Think of like Everquest 2 as a pre-gen game. In otherwords, the options you get to choose are, at best, minimaly effective.)
Now while playing a game such as Disgaea, which has numbers that go into the thousands, It creates a very gradual curve to the 'ultimate power'. In other words a level 4 character could infact beat a level 5 dispite the level 5 being only a 1/1000th stronger then the level 4.
This would be because the level 5 is not very much different from the level 4. So then in the end it boils down more to who hit first, who has the better equips and who is luckier. IMO the more gradual the curve of things the better, esspecially if to get to the top of said curve would be like climbing mount everest naked. (in otherwords, really really hard to do.)
Dont get me wrong, I'm not saying your idea is wrong. I may end up being just a crazed madman with a keyboard and have no idea what I'm talking about. But only time will tell of what reality I can make.
The way my mind dosent work I add info about the game then sort it out when I can.
Like takeing notes...only daily....sometimes *L*
The pistol I described could be the 2nd or 3rd pistol you find in the game that alone could take hours 3-8 hours to get it,finding mods paying for them getting level ups double or triple that time.
I am thinking something like having mods and upgrades available every 2 or 4 towns with the better ones being every 8 or so if you take the morrowind world have about 50 towns/encampents or so you see it kind balances it out some areas cant be gotten to on foot to futher balance it out,even more aera have platoons and groups of higher levels travel ways
You going with a MMO mindset I am going with a single player mindset where your skill as a player is half of the equation or at least 30% of it but the equipment and skill is everything more or less the more skill your character has with a weapon class the more finness the more power.
I am a equipment whore tho this weapon could fall from the sky and any noob could use it the only downside is accuery,damage,and misfire
Noob no pistol skill for this weapon
Accuery:if you can hit anything at at 6+ feet you have the devils luck
Damage: -50% on damage (to futher balance it , mods need skills to so a skill of 6 would be the min to get "AS DESCRIBED" power from it LOL,another 6ish to get max damage again needs more work but if I don't mark my thoguths they dont always return)
Misfire
20% to misfire
15% to jam on reload
10% to misfire and drop
5% to eat 1-3 ammo
2% to eat all ammo in clip
1% to misfire AND eat all ammo in clip AND drop and do 1-5 points of damage on you.
there is a reason why you want SKILL in weapons its not just to USE them but use them effectively.Some starting weapons are noobifed
Airtechs L.E.D Shotgun(lead equipped device)
A strange human device that uses air charges to fire broken bullets,the odd matter disassembler can take the engery from the caps and use it to power itself while using the good old fashion lead and copper refashioned in pelts to pelt your foes with "squrle" gun of the future.
thereat 1
Ammo pistol/shotgun/rifle chance
Dam 4 (Noob pistol is 1)
Clip 8
Range short (3 feet 4-5 30% less damage above 5 it pisses things off)
mods:ammo reducing ,range(making it fully work in 6 feet...above 6 it still pisses things off) putting both on adds a 10% to misfire something about fickle energy conversion in the matter disassembler
Alt fire (Rock salt) the rock salt mod makes the "squrle" gun rapid fire misfire rate is about 25% while fireing in alt mode but at a round a sec it needs almsot twice as much ammo in fact you are better off using it as a clip doubler since ti shakes so much but if you are clearing out a room full of weaklings this well do the trick hence bringing back another gun "myth" .
Ammo usage 2 per shot
Clip+ 12
accurcy-25%
Misfire +25%
I want to make sure all things are modable ,almost all mods are universal some mods are race based and only work on their weapons, some mods like the rock slat are for specific weapons mostly starts after that if you cant find a mod you like you can build it yourself he more bad stats it has the cheaper it is you want that nice mid range threat 4 rifle to use any ammo type(convention rates are scary 1 rocket = 10 ) its only 3K (about 2-3K weapon pick ups)
I have half a mind to set prices low and let the player abuse all they want of coarse the more you abuse it the higher the prices go but meh its all in notes and ideas
Also I poorly explained it
(%= calculation)
Damage rating or threat: to do damage to a target 1 point above is half damage 2 points above is no damage (mind you this the note/thought actual numbers will vary)
Damage:the damage done per shot
E.type:Energy type (the wodnerfull world of energy)
Phi.type:Psychics Type (kinetic explosives,bullets and such )
Wep Class:4 sublevels of Light,Normal,medium,heavy,ultra
Armor rating: when damage can be % for the armor, at 1 below the armors rating damage is halved 2 above the armors rating damage us nulled
Armor,M shields: Refeltion %,Reduction %, Stopping %
when looking at halo you have 2 or 3 levels of grunts and elites lets say you have the pistol and disabled their shileds and gave them armor to fit their level the pistol would do the most damage to the lowest armored the next level up less damage next level up it goes ping
however for halo this could work since halo is small compared to Mowwind
the question then becomes how to balance itif you want to use a simple 20
"Normal" Armors 1-6
Vechiles 6-13
Ultra class protection 14-20 (almsot all E.shileds instantly pop at a rating of 15)
Now using this a supper pistol with a threat of 10 could do dmage 11 and below but crap out at 12+
SO I think what I need to do is relook at it
4 threat classes
1."Normal" Armors 1-7
2.Ultra armors and light vechiles 8-12
3.Vechiles 13-20
4.Ultra class protection 20-25
SO it winds up soemthign like this
Entechs Mod.45 pistol damage 3 threat 3
12 clip -Anti Armor (ammo cost 2x) threat 2
Mods
Scope
kinetic enhancer(damage+range booster) threat 2
a total threat of 7 it can do full damage in the frist threat class in the next threat class it can do 1/2
Example
armor is 12 damage is 7
total damage done is 1-5
armor is 6
total damage done is 6-8
Armor is 15 damage is 7
total damage is 0-1
then so much for not killing a tank with a pistol
mmmmmmmmmmmm theres only 1 way I can think this out a weapon can not damage a armored vechile unless its in its stats/abilty to
Mmm even if I worked out a piercing system 1.0 being penetrating "flesh" 2-10 could be the penetration/damaging of vechiles,shields,armor....doh that seems like it will work the armor rating could be for damage reduction
are you getting tired of me dragging you down yet? *L*
if you are I will refocusing on adding/questioning to your game,I will take my stuff and rework it out some then post it in a threads of its own when I am ready.
Sorry I type like I think and its rather messy 0-o
ZippyDSMlee
12-04-2006, 10:20 PM
If I am not making any since sorry,I was trying to figure out threat/armor rating and got it all mixed together
my brain eats info and poos it out
this setup I would be ok damage comes in 5 classes
damage and % are separate this is just to to class the general damage/armor rating and if the weapon can damage the armor
Lite any weapon damage
Normal any weapon damage
Medium any weapon damage
Heavy lite and normal weapons do no damage
Ultra lite and normal weapons do no damage
this is mostly to keep the weakest things from damaging the strongest so with this you get no pistol killing a tank anti vehicle mods can only bring a weapons threat up 1 class.
but even with a Maxed out normal pistol that dose 30-80 points of damage a shot is not going to get to far with acouple 5000HP tanks.
even if you might have 500+ rounds your going to have to go medium range with it now if you are lucky and find cover you could ping it to death...
medium weapons on heavy armor is not the best way to take care of things
I figure an average of 40points of damage a shot thats 135 for 5000 so add a almost 50% defelct/stop and 40% reduction in damage thats still alot of shots.
sorry if I am not brining much to the convo you've probably already done all these lil calculations and crap and I am rambleing not adding to your train of thought any.
*LOL*
Picho
12-05-2006, 02:48 AM
With modifications...
First I don't believe in making a modification have only pluses.
If it has nothing but better stats, that's an upgrade and not a
modification. There are both in the game of course.
Secondly I don't believe in putting in something like piercing modular
enhancing device on a gun. Instead, due to more realistic attempts,
upgrades/mods are things like the firing pin, hammer parts, barrel,
trigger, grip, guard, clip, ect.
That however of course is the more real weapons. As we progress into
Hybrid and Energy weapons, then we will start to see things like a
modular enhancing device.
Races
There are races in this game, allowing the players to customize a
little
more.
Brute - While I don't like the current name, this is one of the 'base
races'. These guys are like Arnold on super steroids. (When he was a
body builder.) They are huge, have a lot of strength and endurance.
Their ability of being able to soak up several more bullets then other
races allows them to live longer since they are easier to hit with
their
large mass. This race allows access to Vezerker and Heavy Arms.
Human - Another 'base race' as a human you can progress a bit faster
then the rest, you lose this ability if you take a sub race however.
Humans are very versatile and through genetic engineering they can
become a number of sub-races.
Currently those are my two base races...
Sub races....
Anthro - Half human, Half animal. This race sacrifices the ability to
equip gear unless the gear is made for the genetic changes in the
person. This sub race can be applied to human or brute. If applied to a
human they can use most of the other sub races as a sub-sub-race.
However that will end up carrying penalties. (must slower growth for
instance.)
Magi - This race sacrifices the ability to use weapons, instead it
focuses on using implants to do unusual abilities such as create a
force
field or vortexes or even fire. Physically they are much weaker the
humans, even if they are anthro. Can only be applied to human race.
This
race allows access to the Magi classes
Stealthy - currently a crappy name, needs work. Sacrificing the ability
to go into most classes, stealthy race focuses only on the 'stealth'
classes. They have the ability to 'fade' away. This race allows access
to Stealth class - Infiltrator.
(currently that is the all the sub races.)
Classes
Solider type
Infantry - Standard combat class. Humans and Brutes can play
this class. Can use almost every weapon the game with some exceptions.
Can also use almost all armor as well.
Gun Slinger - 'Matrix' like combatant. Only humans can pick this
class. Can only use up to light weapons and some medium weapons.
Utilizes light weight armors. High speed combatant, using acrobatics
and
dashes ect to avoid gunfire. One of the hardest classes to play.
Heavy Arms - 'Nemesis' like combatant. Only brutes can play
this. Terrifying at almost any range. While quite powerful and able to
use the heaviest of equipment, this class cannot move very quickly.
Also
cannot use vehicles, ladders and number of other things.
Vezerker - 'God of war' like combatant. Only brutes can play
this. Incredibly hard to kill, but is limited to only melee. Can go
into
a fury allowing this character to shred through almost other unit.
Engineer Type
Demolitioner - Master of destruction. Can easily demolish the
heaviest machines and mission objects. Can be either brute or human.
Constructer - The opposite of a Demolitioner.
More classes later....
ZippyDSMlee
12-05-2006, 03:03 AM
With modifications...
First I don't believe in making a modification have only pluses.
If it has nothing but better stats, that's an upgrade and not a
modification. There are both in the game of course.
Secondly I don't believe in putting in something like piercing modular
enhancing device on a gun. Instead, due to more realistic attempts,
upgrades/mods are things like the firing pin, hammer parts, barrel,
trigger, grip, guard, clip, ect.
That however of course is the more real weapons. As we progress into
Hybrid and Energy weapons, then we will start to see things like a
modular enhancing device.
Races
There are races in this game, allowing the players to customize a
little
more.
Brute - While I don't like the current name, this is one of the 'base
races'. These guys are like Arnold on super steroids. (When he was a
body builder.) They are huge, have a lot of strength and endurance.
Their ability of being able to soak up several more bullets then other
races allows them to live longer since they are easier to hit with
their
large mass. This race allows access to Vezerker and Heavy Arms.
Human - Another 'base race' as a human you can progress a bit faster
then the rest, you lose this ability if you take a sub race however.
Humans are very versatile and through genetic engineering they can
become a number of sub-races.
Currently those are my two base races...
Sub races....
Anthro - Half human, Half animal. This race sacrifices the ability to
equip gear unless the gear is made for the genetic changes in the
person. This sub race can be applied to human or brute. If applied to a
human they can use most of the other sub races as a sub-sub-race.
However that will end up carrying penalties. (must slower growth for
instance.)
Magi - This race sacrifices the ability to use weapons, instead it
focuses on using implants to do unusual abilities such as create a
force
field or vortexes or even fire. Physically they are much weaker the
humans, even if they are anthro. Can only be applied to human race.
This
race allows access to the Magi classes
Stealthy - currently a crappy name, needs work. Sacrificing the ability
to go into most classes, stealthy race focuses only on the 'stealth'
classes. They have the ability to 'fade' away. This race allows access
to Stealth class - Infiltrator.
(currently that is the all the sub races.)
Classes
Solider type
Infantry - Standard combat class. Humans and Brutes can play
this class. Can use almost every weapon the game with some exceptions.
Can also use almost all armor as well.
Gun Slinger - 'Matrix' like combatant. Only humans can pick this
class. Can only use up to light weapons and some medium weapons.
Utilizes light weight armors. High speed combatant, using acrobatics
and
dashes ect to avoid gunfire. One of the hardest classes to play.
Heavy Arms - 'Nemesis' like combatant. Only brutes can play
this. Terrifying at almost any range. While quite powerful and able to
use the heaviest of equipment, this class cannot move very quickly.
Also
cannot use vehicles, ladders and number of other things.
Vezerker - 'God of war' like combatant. Only brutes can play
this. Incredibly hard to kill, but is limited to only melee. Can go
into
a fury allowing this character to shred through almost other unit.
Engineer Type
Demolitioner - Master of destruction. Can easily demolish the
heaviest machines and mission objects. Can be either brute or human.
Constructer - The opposite of a Demolitioner.
More classes later....
A mods a mod :P to me anyway *L* ,preceing is normally done with the ammo more than a mod anyway.
but I see were you are going upgrades up the stats on the wepaons but dont add "new" stats or status effects ,mods are like a grenade add on for a machine gun or soemthign that changes what the weapon shoots.
right?
Picho
12-05-2006, 04:04 AM
Basicly an upgrade would be using high-end ammo (expensive ammo) as apposed to standard ammo. Or replacing a faulty hammer part with one that doesn't jam as much but has no degradation on the other effects the hammer does. In other words, a set of hammer parts that allows for 3-round burst but jams a little more, replaced by another set of hammer parts that allow 3-round burst but jams a little less.
A modification would be like installing a longer barrel on the gun, rather then replacing with a better barrel of the same size. This allows the gun to fire more accuratly at great distances, but increases the frontal weight of the weapon, which means that your accuraccy decreses more when not firing from sights. Basicly + Accuracy to site, - accuracy from 'hip'
Mods customize the weapon to the way the player wants it work, enhancments just make it better then it is.
And yes, a grenade lancher attachment is a mod. As well as anything else you can put on that 20mm dovetail rail. (laser sites, flash lights, ammo carrier ect.)
For pericing, yes Ammo effects it more then modifying/enhancing the gun. However, there is ways that a gun can enhance the peircing of an attack. Basicly by fixing 'leaks' in a gun, it can apply more of the oomph to the bullet rather then letting the gases escape. But most of your damage though is still going to come from the bullet and the location hit.
There will be a cap for physical guns (the 'real' guns) as well as physical body armor. After that cap is the hybrid and energy weapons/armor.
Picho
12-05-2006, 08:53 PM
Part two of classes
Bombardier – Explosive wielding combatant. This guy hardly uses any thing that doesn’t make a boom. He can lay mines, arm doors, cars, and other objects with explosives. His weaponry includes things such as rifle grenades, demolition shotgun (rapid fire shot gun.) and so many other things.
Mechanic – The vehicle guy. Repairs machines easily, can use ‘kits’ to upgrade field vehicles as well.
Support Types
Hacker – Think Ed from Bebop or the Major from GITS. This character is poor as far as combat goes. Their real advantage is the ability to quickly hack through barriers. If there is an electronic lock, this class can crack it. They can even hack player’s implants, unless it’s a Magi character. (This is still being worked with; currently it would be a combination between code breaker and minesweeper to hack)
Medic – Duh! Theses guys keep the forces going. Poor in combat, but long in longevity.
‘Support’ – name needs work… Basically this guy can call in air support and can divey out ‘ghost’ ammo. (ghost ammo is ammo that people can use, but its not the greatest. It goes away after a mission or in the free world after about an hour or so.)
Magi – Pretty much the same as the race. Only the Magi race can be this.
Stealth
Assassin – your standard ‘ninja’ killer. These guys have a one hit kill that doesn’t need anything real special to pull off. However, they need to keep the ‘victim’ trapped until it pulls off. (by pushing up, down left and right according to the commands on the screen. Think something like DDR.) While the victim tries to get away by pushing the opposite commands. (they see the opposite) The move takes a long time and during which any other player can shoot and kill the Assassin. This class relies on quick speed and hiding to kill. Cannot be played by Brutes
Sniper – Your standard sharpshooter. Use cammo and special tools to be able to take out enemies from afar. Brutes cannot play this class.
Infiltrator – Sneaky guy. This guy has poor combat ability, but can easily get to where he should not be. Only stealthy race can play this.
Picho
12-06-2006, 05:33 PM
Stardust Memories – Movement.
The games movement aspect is also quite different then a lot of FPSs out there. While the standard movement is in, there are some expanded effects as well. Heavier equips makes it harder to do these things or disallows them.
Combat Roll – Run + Directional + crouch. This is pretty much as it sounds, you hit the dirt making it harder for people get a ‘head shot’ on you. It also allows you to tumble past some barriers at a higher speed then just crouch-walking.
Combat dive – Run + Directional + Prone. This is as it sounds as well, allowing you to avoid getting hit by making your character ‘shorter’ Allows for getting past barriers that may be a little raised as well depending on how you do it.
Tumble – Jump + Crouch. Doing this allows you to hit the ground rolling, lessening the amount of damage you would take from a fall.
Spring jump – combat roll (or tumble) + Jump – This allows you to jump higher and further if timed right. Can be linked together, but tends to take out a lot of stamina.
Dash – Push twice in a direction – This allows you to move a small distance really quickly, a small amount of ‘cool down’ in between dashes prevents them from being linked to well.
Flop – push left or right twice while prone – This one allows you to switch from being on your back or on your belly, also allows for a considerable amount of movement.
Roll – Push up or down twice while prone/crouched – this allows you to go from a crouch position to a prone position, back putting you on your back instead of belly. If used while prone allows getting up quickly from prone position.
Wall Run – only useable by certain classes. Jump + running next to a wall. If going straight into a wall you go straight up. If going diagonal into a wall allows for running along the wall.
Rebound – Push jump button as you ‘smack’ into a wall from another jump or fall. This allows you to push away from a wall, turning 180 degrees. Can be linked together to reach high places. Can also be used to lessen damage from falling too far. (only useable by certain classes)
Climb – Hold jump while weapons are holstered. This allows you to climb up a place that is too high for you to get up to normally. The desired ‘place’ cannot be too much higher then your max jump ability though.
Stealth Commands
One of the features in the game is the stealth and gunhoe abilities. These allow the player to do some things that you see in games like Tom Clancy, F.E.A.R. or Wolfenstien. They don’t just have to be done by stealth class characters, as almost all characters are able to do these abilities.
Ladder Slide – push the stealth button while going down a ladder. This allows the player to slide down the ladder quickly and silently. Most ladders/ropes will allow this to be done. If for instance, the rope is noted, or the ladder is more of a lattices<sp> (the things ivy grows on), then the player will not be allowed to do it.
Cliff hanger – push the stealth next to an edge. If above the edge, the player has to crouch first. If below the ledge, the player has to be standing and it cannot be too much higher then the player. Pushing up while hanging will climb up, pushing jump will make you jump off. (like rebound) While pushing down, you slip down the cliff. Not every edge is hangable, but most 90degree angled edges allow you to do this.
Spider – Push stealth while jumping in a narrow hallway. If your character is big enough, he will spread in the hall allowing you to hide above people. Push stealth again cancels this. (like the splinter cell game in a way.)
Wall hugger – Face a wall and push stealth. The character will push his back up against the wall. Stealth, jump or going prone cancels as well as forward. Use left and right to strafe along the wall, at the end, you can poke your gun out and fire blind. Pushing back switches your character around putting his belly up against the wall instead of back, then you can use forward to change to your back while pushing up on the belly.
Stealth open – face a door and push stealth. Opens most doors secretly. Push once and hold to crack open, then you can throw a nade in. Push a second time and hold to close it. (odd pushes open, even pushes closes.)
Stealth use – face a useable object (like a lever) and push stealth. This is not much of anything major and only effects a number of things. Its effects vary from device to device. Some might be a quieter but longer way of using a lever.
Gunhoe Commands
A lot of Gunhoe commands are additions to the stealth commands.
Gunhoe Open – Gunhoe button while facing a door. The character kicks open the door rather then just opening it.
Gunhoe Spyder – Push gunhoe while in Spyder mode. This increases stamina drain, but allows you to fire a one handed weapon.
Gunhoe Cliffhanger – Push gunhoe while on a ladder or in cliffhanger mode. Increases stamina drain while cliffhanging. Allows firing a one handed weapon on a ladder or cliff. If you use this while cliffhanging or at the top of the ladder you can blind fire over the top by pushing stealth again. Push gunhoe to cancel or hold stealth to slide.
Gunhoe wall hugger – Push the gunhoe button at the end of the wall. Instead of firing blindly or only being able to use a light arm, this puts your character out till you push back to the wall. It opens you up to be hit easier.
Eventually as I see more things I will think of more ways to put them into the game.
Picho
12-12-2006, 02:06 AM
so did i kill everything in you zippy? I have spent a long time working on this, so i got a lot of material. Finally figured out what it was called with the movement as well, Parkour-an art form of movement to get from point a to point b rapidly effectively and through many obsticals.
ZippyDSMlee
12-12-2006, 02:13 AM
so did i kill everything in you zippy? I have spent a long time working on this, so i got a lot of material. Finally figured out what it was called with the movement as well, Parkour-an art form of movement to get from point a to point b rapidly effectively and through many obsticals.
No no I just tend to ramble and spew stupidity so I been trying to NOT post or think much 0-o
plus I been playing Castlevina LOI and MGS twin snakes lately and writing down the the issues I have them them has kept me occupied *L*
edits are for silly wabbits!
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.