theFlu
Well-known member
*** MOTIVATION ***************
My motivation for this is primarily to flesh out the roles for the attributes. Currently, the Combat abilities are primarily in Str and Perc. Agi and Fort do have some combat utility, but they're relatively weak, and don't seem to have a direction of their own. Also, the specialization between weapons is quite limited as is, 80% of point spendage is identical between ranged weapons, and the same for melee - the additional cost to add a weapon is rather trivial.
Longer overview for the specializations point in spoiler:
Don't get me wrong, the current skills are all right, but I would love some more "active", game changing skills.
This "lack" of specialization isn't a problem as such, but it's a design decision that I'd love seeing altered - either towards specialization made more strict, or more, how would you call it, "style-based".
In this, I'm going for style based.
*** GOAL ***************
What I see as designed roles for current attributres (combat wise):
Perception: ranged combat, whether it's "I'll blast you to bits with my shotty before you get to melee" or "I'll take my aim and drop you beating at the wall"
Str: melee combat, in your face, mostly brute force, smacking things dead
Agi: All combat support; You get to sprint while fighting, take a little less damage (dodge lite)
Fort: All combat support; take less damage, don't get stunned, heal over time, ignore sickness
Int: no real combat role, "better equipment", "mines", but I can't see these comparable in the current implementation
I'm trying to achieve something like:
Perc: long range combat - rifles, AKs, pistols, accurate archery. Slow, methodical, sniper style, in trouble when things get close. That would be it, optimally. However, as this game lacks enemies that have anything better to do than to charge at you at full speed, that leaves very little for snipers to do outside tower defense. So, I tried to combine it with a bursty movement style. Take a knee, aim a couple shots, fall back, take a knee, repeat. Or SWAT sweep a POI when you have your AK sorted and your mouse game in order.
Str: short range, stand your ground. "I'll just break your bones before you kill me" Current sledgehammer style, slow, plenty of oompfh, and knockbacks. And flying zombies.
Agi: short and medium range. Fast knife / club work, grappling, hip firing bows, pistols. "Pain animation stunlocks" or "standing stun" stuns repeatedly, slows for short range kiting. Run in, burn your energy quick on a reeling opponent, weave out to rest a bit while maybe firing a bow to kite.
I'm not really touching Fort or Int for now, they would need some new mechanics to consider for "active combat"
Fort: Support; Armor ratings, stun resistance, etc. Over time shields and their use, maybe retaliatory damage (think spiked armor), maybe controls (bolas/nets, other "traps") "tanky combat"
Int: No role. Maybe over time a "preparatory" role, prep the battlefield to your advantage. Things like standalone "pistol turrets" with 25-50 rounds to drop and pickup - not really useful for base defense, but good, fast setup backup out in the field.
And I'm also Trying to stick with the current "equipment" and "design", trying to keep in mind existing gun mods, leaving flat damage increases to the weapons, etc. - something that could be implementable for A17 vanilla, maybe. Not trying to claim I did a good job at this - I'm actually hoping to be laughing at some insane combo that someone points out instantly...
My motivation for this is primarily to flesh out the roles for the attributes. Currently, the Combat abilities are primarily in Str and Perc. Agi and Fort do have some combat utility, but they're relatively weak, and don't seem to have a direction of their own. Also, the specialization between weapons is quite limited as is, 80% of point spendage is identical between ranged weapons, and the same for melee - the additional cost to add a weapon is rather trivial.
Longer overview for the specializations point in spoiler:
Currently, combat specialization is practically between renged or melee. You can roleplay a pistol user, but the basic spec for pistols is 5 points away from any other ranged weapon.
Perception 10/10 (22 pts), Boom! Headshot! 5/5 (5 pts), Run and gun 5/5 (5pt) and your chosen specialization (5/5). That's 37 points that most ranged will spend. Additional weapon specializations is now a matter of 5 points, which is pretty trivial in comparison.
For Melee, the situation is similar, to maximise effectiveness for a single weapon type, you'll spend
Str 10/10, Sexual Tyrannosaurus, Skull Crusher, Flurry of Blows (37 general) plus 5 for your weapon type. And then merely another 5 for additional weapons. You don't actually specialize to a specific weapon, more like buy some nifty effect for one.
Perception 10/10 (22 pts), Boom! Headshot! 5/5 (5 pts), Run and gun 5/5 (5pt) and your chosen specialization (5/5). That's 37 points that most ranged will spend. Additional weapon specializations is now a matter of 5 points, which is pretty trivial in comparison.
For Melee, the situation is similar, to maximise effectiveness for a single weapon type, you'll spend
Str 10/10, Sexual Tyrannosaurus, Skull Crusher, Flurry of Blows (37 general) plus 5 for your weapon type. And then merely another 5 for additional weapons. You don't actually specialize to a specific weapon, more like buy some nifty effect for one.
This "lack" of specialization isn't a problem as such, but it's a design decision that I'd love seeing altered - either towards specialization made more strict, or more, how would you call it, "style-based".
In this, I'm going for style based.
*** GOAL ***************
What I see as designed roles for current attributres (combat wise):
Perception: ranged combat, whether it's "I'll blast you to bits with my shotty before you get to melee" or "I'll take my aim and drop you beating at the wall"
Str: melee combat, in your face, mostly brute force, smacking things dead
Agi: All combat support; You get to sprint while fighting, take a little less damage (dodge lite)
Fort: All combat support; take less damage, don't get stunned, heal over time, ignore sickness
Int: no real combat role, "better equipment", "mines", but I can't see these comparable in the current implementation
I'm trying to achieve something like:
Perc: long range combat - rifles, AKs, pistols, accurate archery. Slow, methodical, sniper style, in trouble when things get close. That would be it, optimally. However, as this game lacks enemies that have anything better to do than to charge at you at full speed, that leaves very little for snipers to do outside tower defense. So, I tried to combine it with a bursty movement style. Take a knee, aim a couple shots, fall back, take a knee, repeat. Or SWAT sweep a POI when you have your AK sorted and your mouse game in order.
Str: short range, stand your ground. "I'll just break your bones before you kill me" Current sledgehammer style, slow, plenty of oompfh, and knockbacks. And flying zombies.
Agi: short and medium range. Fast knife / club work, grappling, hip firing bows, pistols. "Pain animation stunlocks" or "standing stun" stuns repeatedly, slows for short range kiting. Run in, burn your energy quick on a reeling opponent, weave out to rest a bit while maybe firing a bow to kite.
I'm not really touching Fort or Int for now, they would need some new mechanics to consider for "active combat"
Fort: Support; Armor ratings, stun resistance, etc. Over time shields and their use, maybe retaliatory damage (think spiked armor), maybe controls (bolas/nets, other "traps") "tanky combat"
Int: No role. Maybe over time a "preparatory" role, prep the battlefield to your advantage. Things like standalone "pistol turrets" with 25-50 rounds to drop and pickup - not really useful for base defense, but good, fast setup backup out in the field.
And I'm also Trying to stick with the current "equipment" and "design", trying to keep in mind existing gun mods, leaving flat damage increases to the weapons, etc. - something that could be implementable for A17 vanilla, maybe. Not trying to claim I did a good job at this - I'm actually hoping to be laughing at some insane combo that someone points out instantly...

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