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Description
Shooting with two two-handed weapons (not a realistic approach)
general precision mechanics for balance
■ In the original game, you can dual-wield (and fire them at the same time) in real time... even with weapons like machine guns and sniper rifles. It was really fun. And I want it to remain, perhaps, but not the default.
I think that the simplest solution to this problem is a mechanism to reduce or increase the accuracy of fire when using two weapons in two hands, etc. (hence, it will only be justified in close combat).
- Using two two-handed weapons in two hands (assault rifles, shotguns) - 30% penalty.
- Using two heavy weapons in two hands (grenade launchers) - 50% penalty.
- Using two sniper rifles in two hands - 60% penalty
- If the second hand is empty while shooting - 10% accuracy bonus.
- If the second hand is empty when shooting from a two-handed weapon - 15% accuracy bonus
- If the agent is in the Knee Down position - 10% accuracy bonus
- If the agent is in Crawl position - 20% accuracy bonus.
■ There must be a dependence of accuracy on the endurance indicator, because after running and physical exertion, the hands shake and severe shortness of breath and it is sometimes difficult to focus with the eyes. The player must choose: move fast in order to have time to pick up something, with the risk of meeting a threat / ambush and miss, or move slowly and not be in time (possible addition of mechanics for capturing points or equipment in mods).
With this mechanic, androids will be the most attractive as stormtroopers after them, humans and worst of all hybrids...
If the agent is using a sniper rifle:
- If Stamina is not equal to 95%, then the penalty to accuracy is 25%, and if the endurance is less than 75%, then the penalty to accuracy is 35%.
If the agent is using two-handed and heavy weapons: - If stamina is not 80%, then penalty to accuracy is 15%, and if stamina is less than 45%, then penalty to accuracy is 35%.
If the agent is using a one-handed weapon: - If stamina is not 70%, then penalty to accuracy is 5%, and if stamina is less than 35%, then penalty to accuracy is 25%.
■ There must be a dependence of accuracy on the indicator of panic (bravery),
- bravery less than 50% then anxiety starts - penalty to accuracy 10%
- bravery is less than 10% then panic starts - penalty to accuracy 15%
- bravery 0% then there is a 20% chance to become insane - penalty to accuracy 20%
With this mechanic, androids will be the most stress-tolerant after them humans and the worst weak hybrids...
Panic is a disorder of perception of reality that comes on suddenly but shows its symptoms gradually:
- Anxiety sets in (cortisol release)
- Alarm
- muscle tension
- disturbed sleep
- Difficulty concentrating
- Fatigue
- Anxiety
- Irritability
- Increased startle response
- increased heart rate
- shortness of breath
- Dizziness
- indigestion
- pressure rises
- Panic is characterized by 4 or more of the following symptoms:
- a large amount of adrenaline is released
- increased heart rate, respiratory rate
- there is a tremor of the hands, feet and sweating
- nausea, weakness, dizziness
- chest pain or discomfort
- Panic attack includes all of the above plus the following symptoms:
- Numbness
- Feeling of suffocation
- Feeling disconnected from oneself
- Fear of losing control
- Fear of death
Therefore, the accuracy should gradually fall if the stressful situation is not resolved.
- For example, if the number of aliens on the mission remains more than 50% of the startingmore than 10 game minutes, then anxiety begins which gives penalties
- For example, if the number of aliens on the mission remains more than 90% of the startingmore than 10 game minutes then an alarm starts which gives penalties
- For example, if the number of aliens on the mission remains more than 90% of the startingmore than 20 game minutes, then a panic begins which gives penalties
- And with each alien killed, these penalties decrease
Jan Sakra ideas
