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 Before developping a new map for nothing...

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jk2pach
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PostSubject: Before developping a new map for nothing...   Sun 11 Sep - 12:34

Do you want a system to change your main and secondary weapon in RC601?

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Dark_Warlock
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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 13:54

Till now, the secondary weapon is a pistol. Far too strong to use it as a main weapon which you can use without and key. Therefore I would vote against it.

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jk2pach
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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 14:01

It's only a question of balance. The current system I develop for an optionnal new map (Not sure I'll have enough time) allows to have up to 3 weapons slot. All used like the pistol in RC601, except you can have 3, switch them, etc.
I also implemented a system allowing you to automatically fire, like a normal w3 attack.

Of course this would be only for heroes.

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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 14:02

So ... the described system would have my support. But In RC601, not with the current stuff.

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Andx667
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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 16:37

as long as i can have a sniper rifle, why not

but you shouod keep in mind that some classes need their primary weapon and some would be too strong / weak with another weapon
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jk2pach
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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 16:42

Well then, it's simple to solve:
1-Weapons will be rare => players will have to do choices
2-Heroes will start with weapon X or Y
3-Ammos will be dedicated to weapon (like in the first version)
4-=>inventory will be more overloaded, forcing people to do some choices !

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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 17:56

Ah nevermind, I'm so stupid...

That would make obsolet any critical / damage / attack speed bonus without effect.

Refused then :]

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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 18:05

I guess you can change the skills then you want to learn. Therefore it wouldn't be that dumb, since you can choose what you want to skill. If you skill x skill you should also carry weapons which go well with the skills you picked.

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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 18:14

how about having to choose the weapons your hero can have Very Happy and maybe instead of accessing heroes you can select certain skills for your heroes and have it access restricted based on exp.
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PostSubject: Re: Before developping a new map for nothing...   Sun 11 Sep - 20:07

thats basicly the system namorax uses in his map
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Namorax
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PostSubject: Re: Before developping a new map for nothing...   Mon 12 Sep - 5:19

Well, if you can call creating a lot of Hero-units a system... ^^

If jk wants to use a similar or even the same system, he can be my guest.

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PostSubject: Re: Before developping a new map for nothing...   Mon 10 Oct - 18:26

Any customization elements increase replayability of a game. I would vote in favour of weapon customization. The trick is, as always, to balance it.
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PostSubject: Re: Before developping a new map for nothing...   Mon 10 Oct - 20:14

Nova wrote:
Any customization elements increase replayability of a game. I would vote in favour of weapon customization. The trick is, as always, to balance it.

sub-machi - fast movement
lolchaingun - slow movement


what do I win, Nova?

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PostSubject: hmm   Tue 11 Oct - 3:56

no. the pistol is the only thing helping me with the masses of zombies in rc601. but if you shall do something like that i say u make your new map something like swat zombies. and make perks and choose your starting weapons. (just a thought)
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PostSubject: Re: Before developping a new map for nothing...   Wed 12 Oct - 22:49

In my opinion, the pistol is a "mini-cheat". Dealing Damage in a line is ok, but the tiny pistol is able to tear a line through x zombies, while the chaingunner always hits only one (and the same) zombie without harming the surrounding mob?
Either every weapon is able to deal a small amount of damage in a line (like they do in NotD:III), or you have to shoot every zombie one by one.
I'd rather require the help of a squad-mate or two to survive zombie mobs then "own" them with a "cheat-gun".

I try to balance weapons via 2 categories:
-The type of weapon
Every weapon has certain stats and modifies the following: Damage, Damage-Spread, Range, Attack-/Reload-/Movespeed, Clipsize and Crit-/Miss-Chance.
Some Weapons differ in specific stats: (Example:Riot-Shotgun has [3xClipsize & +50% Spread] in exchange for [2,5xReloadtime & -20%Range] compared with a Normal Combat-Shotgun)

-The type of damage it deals
Example: Energy Weapons suffer less Armor penalities to compensate their lower stats.

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PostSubject: Re: Before developping a new map for nothing...   Wed 12 Oct - 22:51

Namorax' ideas are good, pretty much the same as any other game implements.

true thing is that you need a pistol and most people use it more often then their standart rifle, because of the line dmg
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