DRL > Bug Reports
SoG works or not ?
DaEezT:
--- Quote from: TFoN on May 16, 2007, 06:20 ---So, how about removing the advanced pistol? Give the player a regular pistol instead. With normal weapons being slightly moddable, you'll be able to buff it up with a damgae mod to a 2d5 pistol, just like the one used on v0985, which worked fine to challenge and was passable.
--- End quote ---
I disagree. While I think that it's too easy now, reverting to a state similar to 0.9.8.5 would not really make it more fun.
Fingerzam:
--- Quote from: TFoN on May 15, 2007, 09:34 ---Err... Uhhh... I ran this game with SoaB(2)... Oo
So SoaG damage's being reduced to +1. How about reducing the speed bonus to -10%, while you're at it? Not only will this work to balance the sudden damage increase, this'll make speed mods over the first on AoMr actually useful. Currently, if I have my information right, energy cost for firing is 1000(base)-600(SoaG(3))-200(Finesse(2))=200. If each speed mod reduces this by a further 100, and the minimum energy cost's 100, one speed mod's all you need. At -10% for SoaG, 4 speed mods'll bring you exactly to 100.
--- End quote ---
Not quite true. The speed system works like this:
Shooting takes the following amount of energy:
{[(10-x)*(10-y)*10]-z}*a
Where:
x is 2 for rapid weapons and 1 for each speed mod, so 3 speedmods equals to x=3
y is the level of finesse
z is 200*[level of SoaG]
a is 1.6-[level of Dualgunner]*0.2
And it is capped at minimum 50 energy, because it would othervice be possible to have negative energy cost for a pistol. And a and z obviously only apply when shooting with a pistol. The figures for shooting with two pistols are taken from your main pistol, so having fast enough main pistol results in 50 energy for shooting two.
Here's the formulae in another format:
--- Code: ---(((10-[number of speedmods / 2 for rapid])*(10-[level of finesse])*10)-200*[level of SoaG])*(1.6-0.2*[level of dualgunner]
--- End code ---
And this has been in the wiki thread for ages.
TFoN:
I was under the impression that this has been changed. Never mind my previous calculation, then.
With 2 speed mods, 2 levels of Finesse and 3 levels of SoaG:
((10-2)*(10-2)*10)-200*3 = 8*8*10-600 = 640-600 = 40
Which means that two speed mods are enough to put you below 50 (one puts you at 120). That's a big difference from one, but I still think SoaG's bonus should be reduced to -10%, especially considering the fixed damage bonus still applies.
--- Quote from: DaEezT on May 17, 2007, 00:52 ---I disagree. While I think that it's too easy now, reverting to a state similar to 0.9.8.5 would not really make it more fun.
--- End quote ---
Understandable, though I really liked the v0985 challenge, and with moddable normal weapons and the damage bonus fixes it's not quite being 'reverted'. What's your idea?
Zeb:
How about semi-sequential stacking, where all the speed modifiers of one type are grouped together before solving? For example, first 0, 20, 40, or 60 percent are taken off for SoaG. Then 0, 10 or 20 percent of that are taken off of that for Finesse. Then 0, 10, 20, 30, 40, or 50 percent of that are taken off for speed mods/fastload. Then 0 or 40 percent is added for dualgunner(1).
So:
No speed bonus = 1000
Son of a Gun 1 = 800
Son of a Gun 2 = 600
Son of a Gun 3 = 400
Finesse 1 = 360
Finesse 2 =320
Speed Mod 1= 288
Speed Mod 2= 256
Speed Mod 3= 224
In this model, all speed modifiers are still relevant and worth taking as you'll be needing all the speed you can get: they're also not nearly as nerfed as they were in MedO's as you will still be increasing speed by higher percentages than in truly sequentail stacking. For example, Finesse (2) may not look like much, but it gives you 25% more turns which would be a huge advantage. From there, 3 speed mods gives you 42% mod turns. Despite this, you are nt getting the rediculous "Once you find speed mods your speed will magically double" junk that's currently going on. This model is also nice in that Dualgunner(2) will actually be relevant, as you can't just get rid of the DG1 penalty by adding a second speed mod and letting the "reset to 100" failsafe kick in after Dualgunner's penalty has been applied to 0 (and with the penalty, your final speed will be raised to 314! :o). And with extra damage, increased knockback, and all the other goodies that will accompany the new +1 damage per pistol, the game will certainly still be perfectly doable. It just won't be as dependant on speed mods as it was before.
Zhakdul:
Hi there,
as I understand, a "Former Human" has 10 points of life.
If I take "brute", shouldn'd he die after 2 hits with fists ? (1-3 Damage + 4 -> Minimum 5)
In my AoB they die after 3 hits from time to time, even on Lvl1, where they shouldn'd have any amor.
So ist brute broken, too, or did I make a mistake somewehre?
Regards
Zhakdul.
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