GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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New combat variables - is it possible?

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New combat variables - is it possible?
On another post, Chicken made a comment that I would like to follow up on:

Berserker, may I ask if you guys are able to program something with a twist? Whoever heard of a free shot when scratch, or a chance to double shot...
Other options for sniper variations can be a laser on sniper, make a new stronger built in silencer, or zero in on consistent damage when hit (60-70) or something...
And of course, with all options, keep the damage down to keep the power balanced.

I'd like to take it a step further and ask if this type of programming within Gunrox is currently possible. If not, you can close the thread. But if so, I think this would add a new level of stratagy to a game that, at the high level megas, is starting to become "predictable". Don't get me wrong, I think this game has legs for the long haul. Especially when the devs are as active as they are with the constant updates.
I realize, that comments from Berserker and others when considering more advanced gameplay options have been that they want to keep it simple - that too complex will lose customers that don't want such an in depth game. To this i would say, a new "mega" zone that allows for these effects would remedy that situation.
Anyway, try a few of these suggestions on for size:
New board effects:
1) Barrage effect: Takes place when a unit is hit many times in succession from his opponents. Every following hit after...say...3 hits...has a chance to "daze" the opponent. (small stun effect)
End game perks that allow for new combat variables:
1) AP Medic: Allows a person to use a new kind of medpack that restores AP to another one of its own squads units. Would be used like doctor.
2) Human Sheild: If u are standing in front of another unit, that unit cannot be hit by direct line of fire shots. (front unit is treated as a obsticale and takes all dmg)
3) Dialed in: Would appear as an icon down below -and would allow you to shoot with 100% accuracy but for only half dmg.
4) Efficient Killer: 5% chance to not use any AP when taking a shot
Items to allow greater gameplay options at higher levels:
1) Tracer Granades: (granade) 8 raidus vision explosion. Lasts 2 rounds?
2) Smoke screen: (mine?/granade) 4 vison that is uncoverable by scopes for 1 round
3) Mortor skill: would take 2 round setup to ready...but could shoot 20 cells OVER obsticals. If shot during setup, is interrupted. If unit moves, setup is reset and needs to happen again.
Some ideas to think about. ☺ Not sure if they are programmable or not...
16 years ago Quote
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There are many different ideas that may be incorporated to an already great game without making it too complicated for end game players...
More end game perks that allow for new combat variables:
1) Regen Medic: Allows a person to use a new kind of medpack that increases regeneration to another one of its own squads units. Would be used like doctor.
2) Spotter: If u are standing next to another unit, the shooter next to the spotter would allow you to shoot with 100% accuracy but for only 3/4 dmg.
3) Enraged Ally: If another member of your squad dies, you gain 10% accuracy and 10% increased damage.
4) Efficient Marksman: 5% chance to stun a unit for 5% and cannot be resisted.
16 years ago Quote
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New board effects:
1) Barrage effect: Takes place when a unit is hit many times in succession from his opponents. Every following hit after...say...3 hits...has a chance to "daze" the opponent. (small stun effect)
End game perks that allow for new combat variables:
1) AP Medic: Allows a person to use a new kind of medpack that restores AP to another one of its own squads units. Would be used like doctor.
2) Human Sheild: If u are standing in front of another unit, that unit cannot be hit by direct line of fire shots. (front unit is treated as a obsticale and takes all dmg)
3) Dialed in: Would appear as an icon down below -and would allow you to shoot with 100% accuracy but for only half dmg.
4) Efficient Killer: 5% chance to not use any AP when taking a shot
Items to allow greater gameplay options at higher levels:
1) Tracer Granades: (granade) 8 raidus vision explosion. Lasts 2 rounds?
2) Smoke screen: (mine?/granade) 4 vison that is uncoverable by scopes for 1 round
3) Mortor skill: would take 2 round setup to ready...but could shoot 20 cells OVER obsticals. If shot during setup, is interrupted. If unit moves, setup is reset and needs to happen again.

1 : Dont understand
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1 : medic ap I LOVE THAT one ( but what if u shoot twice with vint and reg all ap and 2 it should only be able to reg like half or something)
2 : Sorry but horrible idea no one would use machine guns cuase in my case i use machine guns cuase in megas is good u almost always shoot more than 1 unit with this perk i would go with sniper instead of m60 and maybe smg instead of AR
3 : pretty good if ur flash
4 : i dont really like this one + i think it should be like 0.001 % of not using ap
5 % is to much i tihnk
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1 : not bad but what about sensors ??
2 : not really this isnt CS (counter strike)
3 : u just w8 the first 2 truns and the go attack with 20 sight 😁

THIS IS MY OPOIONION
16 years ago Quote
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Some neat ideas here, I am sure at least some of them will be incorporated in form of Clan Perks when we will be up to completely redo clan system. (there will be no boring +20 HP perks, but instead there will be perks that allow some advanced tactics especially in big clan vs clan battles).
16 years ago Quote
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yes bers...
yea ok clan perks...we got like 40 clans..and we put some clan perks...make the peole happy ok with that
but what hapents with the other ideas of noto and chiken?
you said " some ideas are nate " thx but does that means they are actualy going to be IN the game?
16 years ago Quote
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For example I like human shield and Dialed In abilities so most likely they will be implemented in form of clan perks.
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Mortar - i like this idea
16 years ago Quote
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1) AP Medic: Allows a person to use a new kind of medpack that restores AP to another one of its own squads units. Would be used like doctor.
2) Human Sheild: If u are standing in front of another unit, that unit cannot be hit by direct line of fire shots. (front unit is treated as a obsticale and takes all dmg)
[...]
1) Tracer Granades: (granade) 8 raidus vision explosion. Lasts 2 rounds?
3) Mortor skill: would take 2 round setup to ready...but could shoot 20 cells OVER obsticals. If shot during setup, is interrupted. If unit moves, setup is reset and needs to happen again.

I like these ideas, but i have something to say:
AP medic: Did u imagine 2 shots of machineguns, or any other gun with double times of shots?
Human Shield: Bers said that could come as a clan perk, but i think that could come as a normal perk, that need a "tank" to be on it. A 5x5 game, with 5 players of the same clan that have the Human Shield perk will be hard.
Tracer nades: 8 radius is too much, just 4 or 5 radius is enought. But these nades will be overpowered in Junkyard, the wood walls will be much more vulnerables.
Mortor skill: what type of obstacles? this will enter on the houses through the doors and windows?
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And i have some ideas too:
Hurry Up: every unit that is alive when the Danger Zone close will receive more AP or MP to make the game faster.
Adrenaline: When u are near to die u can change 2 AP for 3 MP to get out the action and heal.
Blind shots: enable u to shoot in any direction with weapons of Area Damage (machineguns, assault rifles and shotguns), but reduces the chance of success in half
Melee Master: Give a little chance to kill ur enemy with a Melee weap in a single punch.
Edited 6 minutes later by .
16 years ago Quote
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