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A Thought Concerning Firepower in "V2"

PostPosted: Wed May 30, 2007 2:53 pm
by Archanubis
I had a thought (dangerous, I know) concerning Firepower.

Most of us are aware that, under the current system, Firepower is supposed to let us weild more powerful weapons. Doesn't really work that way, I know, but that's the theory. As far as I've seen, that won't change for "V2," though the weapons chart is supposedly undergoing a major overhaul so Firepower does what it was supposed to. Personally, I would have prefered that the overall damage a weapon incurs depend on the level of Firepower, but I'm not programming the game and won't complain, especially when I thought of an alternative.

The alternative I thought of involves increasing a weapon's chance of inflicting its maximum damage the more firepower is added to a character. For example, using what we currently have, a Dol-Laser Rifle is available at 2FRP and has a damage range of heavy to devastating damage. Under the system I'm suggesting, at 2FRP, the Dol would have a 1-8 chance of inflicting "devastating" damage on an opponent, but at 8FRP, the likeyhood of dealing "devastating" damage increases to 1-4. Of course, this is if said weapon is firing on an opponent with no armor or endurance; obviously, the chances would decrease depending on amount/type of armor and the level of Endurance.

Forgive me if this has been discussed before, or if something else has been thought of. I just thought I'd get the idea out there before I forgot it *again.*

PostPosted: Wed May 30, 2007 3:03 pm
by Tammuz
well this was my suggestions on firepower;

basically you're TFs FP & skll is unlocks which weapons it can wield, so if you've got 4 fp you could wield all weapons of 4FP or lower. no change here.

what is different is that all weapons would have the same base damage, but this would be affected by the weapons FP and skll rating in the same way as unarmed attacks are boosted by strength.

thus we balance unarmed/weapon attacks, makes sense, no?

Re: A Thought Concerning Firepower in "V2"

PostPosted: Wed May 30, 2007 3:37 pm
by Steel Starscream
Thunderscream wrote:The alternative I thought of involves increasing a weapon's chance of inflicting its maximum damage the more firepower is added to a character. For example, using what we currently have, a Dol-Laser Rifle is available at 2FRP and has a damage range of heavy to devastating damage. Under the system I'm suggesting, at 2FRP, the Dol would have a 1-8 chance of inflicting "devastating" damage on an opponent, but at 8FRP, the likeyhood of dealing "devastating" damage increases to 1-4. Of course, this is if said weapon is firing on an opponent with no armor or endurance; obviously, the chances would decrease depending on amount/type of armor and the level of Endurance.


I thought thats what happened anyway :sad: I've been living a lie! :sad:

Re: A Thought Concerning Firepower in "V2"

PostPosted: Wed May 30, 2007 4:40 pm
by Burn
Thunderscream wrote:The alternative I thought of involves increasing a weapon's chance of inflicting its maximum damage the more firepower is added to a character. For example, using what we currently have, a Dol-Laser Rifle is available at 2FRP and has a damage range of heavy to devastating damage. Under the system I'm suggesting, at 2FRP, the Dol would have a 1-8 chance of inflicting "devastating" damage on an opponent, but at 8FRP, the likeyhood of dealing "devastating" damage increases to 1-4. Of course, this is if said weapon is firing on an opponent with no armor or endurance; obviously, the chances would decrease depending on amount/type of armor and the level of Endurance.


Thing is, a bots stats are their abilities. The only way I can see a weapon changing because of the stats is if the weapon is attached and tied in directly to a bots system, like a fusion cannon.

It would draw on the bots power. Where as a hand held weapon like a Dol would have to be upgraded seperately. Unless you go with the idea that FP gives you better power packs. :grin:

PostPosted: Wed May 30, 2007 7:13 pm
by steve2275

PostPosted: Wed May 30, 2007 7:32 pm
by Archanubis
steve2275 wrote:http://www.seibertron.com/forums/viewtopic.php?t=6386&sid=


I considered, but this is more of a suggestion than a question.

PostPosted: Wed May 30, 2007 7:50 pm
by steve2275
consider that my suggestion :lol:

PostPosted: Thu May 31, 2007 12:04 am
by Dr. Caelus
Well, if one wanted to be really realistic, they might say we're doing it backwards.

Hypothetically, the weapons you're bot can equip should depend on Strength, Intel, and Rank. The only thing improving the damage output of the weapon should be skill, and that should only raise it to the weapons preset maximum. Where would firepower come in? Having the weapon equipped would raise you're firepower stat according to a preset value. The firepower stat then would boost strafe damage but do nothing else.

Weird huh?

But that's kind of like asking what if the silicon was the primary element of terrestrial life, or what if the world's surface was only 1/3 covered with water, etc. Just diverting amusements.

PostPosted: Thu May 31, 2007 3:21 am
by Redimus
The only way you could orginise the weapons and their stats in a way that will make sence (and have any baring on reality), would be to make strength, int and skill affect which weapons you can have, and your frp rating will be calulated from what weapons your tf currently have equiped.

That would be the most realistic way of dealing with the TF stat system and weaponary.

Im not seriously sujesting we do this for a second though. For a start it'd confuse the HELL outa any new players.

PostPosted: Thu May 31, 2007 10:05 am
by Omega Sentinel
Guns should not have feeder stats (with maybe the exception of skill feeding accuracy).

Whether a 2 year old or the Rock pulls the trigger of a shotgun, you are going to have the same size hole in you.

Melee weapons (swords, spears, bows) should be the ones with feeder stats like strength.

PostPosted: Thu May 31, 2007 10:10 am
by Mkall
Omega Sentinel wrote:Guns should not have feeder stats (with maybe the exception of skill feeding accuracy).

Whether a 2 year old or the Rock pulls the trigger of a shotgun, you are going to have the same size hole in you.

Maybe so, but a .50 cal bullet can do different amounts of damage depending on the skill of the sniper with the same weapon.

PostPosted: Thu May 31, 2007 10:49 am
by Archanubis
Omega Sentinel wrote:Melee weapons (swords, spears, bows) should be the ones with feeder stats like strength.

Bows aren't melee weapons; they're ranged weapons. They do require some strength to use, less so for a crossbow than a longbow, but generally speaking, you're not going to parry a blow with a bow. During the heyday of the bow and arrow, archers would often carry a short sword as a secondary weapon if the enemy was too close for arrow shots.

Just point that out. ;)

PostPosted: Thu May 31, 2007 11:05 am
by Kaijubot
Simple fix then, treat bows as melee weapons for stat requirements & the like.

PostPosted: Thu May 31, 2007 11:24 am
by Dr. Caelus
So, if it were highly realistic/complicated it'd be like...

Weapon class:

Ballistic Handgun (Gun) - Skill improves likelihood to hit, and speed improves reload rate (recharge).

Ballistic Rifle (SAR) - Skill increases damage inflicted, skill improves likelihood to hit, and speed improves reload rate (recharge).

Heavy Weapon (Machine Guns, Rocket Launchers) - Strength improves accuracy.

Advanced Weapon (Computer Guided Weapons) - Intel improves accuracy.

Energy Weapon (Dol Rifle, Laser Pistol) - Skill improves likelihood to hit.

Integrated Weapon (Shockwave's Arm, Hot Rod's blasters) - Skill improves likelihood to hit, firepower increases Damage.

Crossbow-type (Energon Crossbow) - Skill improves likelihood to hit, strength improves reload rate.

Bows, Shurikens and other Thrown Weapons - Skill improves likelihood to hit, Strength increases damage, speed improves reload rate.

Light Melee Weapons (Daggers, One Handed Swords) - Skill increases likelihood to hit, skill increases damage, speed improves recharge.

Heavy Melee Weapons (Axes, Hammers, Maces, Two-handed Swords) - Skill increases likelihood to hit, strength increases damage, endurance improves recharge.


I think that sufficiently breaks the KISS rule. :lol:

PostPosted: Thu May 31, 2007 11:30 am
by Tammuz
if we use that system Caelus, YOUR Balancing it! :P

PostPosted: Thu May 31, 2007 11:47 am
by Omega Sentinel
Tammuz wrote:if we use that system Caelus, YOUR Balancing it! :P
...and coding it! :P

PostPosted: Thu May 31, 2007 11:59 am
by Dr. Caelus
Omega Sentinel wrote:
Tammuz wrote:if we use that system Caelus, YOUR Balancing it! :P
...and coding it! :P


Eeep!

PostPosted: Thu May 31, 2007 12:29 pm
by Archanubis
'Nother suggestion that is likely to be shot down, but it relates to my question in the HMW FAQ thread.

Perhaps we could use Firepower to increase the number of weapons our character can use, within limits of course. For example:

A bot with 0-1 FRP can only carry one weapon of that requirement. If the bot is armed with a disruptor rifle and the player wants it to carry Acid Rays, they'll still have to "drop" the disruptor in order to arm their bot with the new weapon.

A bot with 2 FRP can carry a single 2FRP requirement weapon or two weapon whose total requirements equal 2FRP or less. A bot could carry a DOL Rifle or a Disruptor and Acid Rays, but not a Dol and a Disruptor.

Of course, there'd have to be some sort of limit on how much of an arsenal a bot can carry on themselves. We don't need bots running around with 10 disruptors on their person (argh, me name is Blackbeardacon). The limit could be as low as two, since most Transformers have only two hands at the most; or it could be as high as five as some TFs have integrated weaponry (mind you, I'm just throwing out numbers). The types of weapons carried would still be set by how much a bot has invested in FRP, but at least there would be some check to make sure there's no "Weapons Rush" that empties the stores. Of course, that could be the killer right there.

Like I said, this really depends on what's planned for the next version.
Wish I was being this productive when it comes to my fictional works.

PostPosted: Thu May 31, 2007 12:36 pm
by Tammuz
that's an old idea, and one i like.

PostPosted: Thu May 31, 2007 12:41 pm
by Omega Sentinel
I like it too, but from a programming standpoint it needs to be something we tackle after we roll out the new weapons and make sure they are all balanced and working.

PostPosted: Thu May 31, 2007 5:55 pm
by Dr. Caelus
Omega Sentinel wrote:I like it too, but from a programming standpoint it needs to be something we tackle after we roll out the new weapons and make sure they are all balanced and working.


I still have a lot of notes on my home computer about that from way back when I think.

I'd be glad to dust them off if we want to seriously look at it later. :grin: