pelicano said:But if you make AC totally dependable of agility then wouldn't that cause serious balance issues in the early game?
How?
pelicano said:But if you make AC totally dependable of agility then wouldn't that cause serious balance issues in the early game?
I said:Base AC = player level * (AG/2 - 1), capped at 50 and no less than 0. This can be done with a global script. This way,
with an AG of 10 you'll reach base AC 50 at level 13,
with an AG of 8-9 you'll reach base AC 50 at level 17,
with an AG of 6-7 you'll reach base AC 50 at level 25,
and with an AG of <6 your AC will be equal to your level.
Ravager said:Wait... the NPC's do have agility don't they? If this could be set thew Agility only then there wouldn't be a problem would it?
After all most NPC's don't have a high AG I think.
Ravager said:Well if some NPC's do have a high AG then wouldn't it be ok just to set Agility to give 5AC for each 1 point of AG? And then just let the armors sort things out?
Pelicano said:Well, if armors lower your AC then you have your maximum AC at the start of the game and unless you mod the combat proficiency of the enemies in that stage of the game, they won't be able to land many hits on you. Unless I didn't undertand something.
No, that's little harder to script than adding a constant to each critters ac. set_critter_extra_stat(critter, STAT_ac, get_critter_stat(critter, STAT_ag)*5) or whatever. (Minus the bit that's already ag dependent, of course, or you'll end up boosting it too far.)Josan12 said:Should i add it to the sfall wishlist?
Josan12 said:Ravager said:Well if some NPC's do have a high AG then wouldn't it be ok just to set Agility to give 5AC for each 1 point of AG? And then just let the armors sort things out?
This is pretty much exactly what i was thinking. Or possibly 10AC per AG point. Some balance tweaking would be required. Can this be hacked easily, Timeslip or Nirran? Should i add it to the sfall wishlist?
Pelicano said:Well, if armors lower your AC then you have your maximum AC at the start of the game and unless you mod the combat proficiency of the enemies in that stage of the game, they won't be able to land many hits on you. Unless I didn't undertand something.
Correct. So as i said earlier in the thread, all critters in the early game (rats, geckos, scorps, etc) would need their attack values boosted to compensate. Hopefully, a global script could do this (i.e - a +40% hit chance boost to xyz critter) and pelicano might be just the man to help with that .....
utunnels said:I have a question, what affects the chance of 'armor-bypassing'?
Ravager said:You don’t have to treat it as “Matrix” mode, but instead as your reaction time – let me explain. When your out there playing ASG or Paintball you can take cover shortly before your opponent opens fire. Get on the ground, hide behind a object for a moment. Simply put – get out of the line of fire before the enemy fires. Get it?
Eh… I don’t think anyone will be interested in this in the end. If only I could script.