Recent content by Beemann

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    Old, overlooked firefall idea: In-depth tuning

    Went away for a bit and my updates failed me. Back to the debate So you accept my premise for combat then? Because my statements were never about the attached lore You described an in game event that has the mechanical effect of a slow. It doesn't happen to be describable in so few words...
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    Old, overlooked firefall idea: In-depth tuning

    These are still mechanical aspects. Height differences and movement are mechanical portions of the game. When I say contextual I mean we're taking "I can jump 50 feet into the air and land on that ledge" over to "My cyborg engages his servos and leaps up onto the balcony" When you boil scenarios...
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    Old, overlooked firefall idea: In-depth tuning

    These are already accounted for in one way or another in regular combat scenarios This is just a matter of positioning and aim I would expect not, considering the already large scope of the game, but terrain deformation has been done before and it doesn't change what I'm talking about Also...
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    Old, overlooked firefall idea: In-depth tuning

    My statement was that the portions that don't feed directly into the core of combat are non-combat components. Going from A to B isn't combat, but trying to manoeuvre from one position to another for defensive or offensive purposes is. I also wouldn't generally aggrandize finding an enemy in a...
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    Old, overlooked firefall idea: In-depth tuning

    Depends very much on context and how you utilize it. It was quite good in PvP when I played, given the bonus intel for very little time/effort invested. Visibility through walls/cover and targeting assistance are precisely what I refer to when I lament the loss of non visual intel usage...
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    Old, overlooked firefall idea: In-depth tuning

    But that's exactly my point. If you're talking about the in-combat portions, then you're dealing with the exact ratio I mentioned prior. You're getting into position or tracking a target because your goal is to subdue a threat, whether this comes from the total elimination of the target or a...
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    Old, overlooked firefall idea: In-depth tuning

    Like @Mk_6 has stated, I would consider tracking to be a non-combat component, much like crafting or gear tuning. It may be related to combat (we have to track down the giant base-eater) but I wouldn't consider it to be combat any more than I would the act of driving to a battlefield...
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    Old, overlooked firefall idea: In-depth tuning

    Mission objectives simply change priority. Essentially, your combat scenario is going to boil down to the following How long can you stay alive for, while still completing the objective The easiest way to not be eliminated is to eliminate damage sources. This needn't always result in a frag...
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    Old, overlooked firefall idea: In-depth tuning

    We're ultimately talking about combat, not the whole of the game, and we're talking about damage in to damage out and sustainability of such a model. That, at its core, is all combat boils down to. The trick though is to add depth to such a system. If you add buffs/debuffs, healing and CC those...
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    Old, overlooked firefall idea: In-depth tuning

    You're now expanding DPS to mean basically all the facets of combat. What's more, these are factors in shooters. I'm actually not a tremendously large fan of MMOs. Let's use Quake as an example (because it's my favourite one). Let's actually go a little further and compare VQ3/QLive to Xonotic...
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    Old, overlooked firefall idea: In-depth tuning

    Well no, the issue is one of exposure vs damage, and kill efficiency. It's not simply what does the highest number, but it is a mathematical formula that seeks to minimize risk and maximize output. I just think that the game should be explicitly designed so that the right answer is either as...
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    That's hilarious. I may need to use that in place of my usual Minsc or Abe pictures :P

    That's hilarious. I may need to use that in place of my usual Minsc or Abe pictures :P
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    Old, overlooked firefall idea: In-depth tuning

    Can you name a game without a clear focus in gameplay leading to a numerical right answer? I've yet to see one The focus though should be on trying to create complimentary weapon sets and not trying to place those two things at odds. When you make people choose directly between speed and health...
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    Old, overlooked firefall idea: In-depth tuning

    DPS v Burst is the real issue, but far from the only one. Health v Speed is almost always out of whack, and not all Utility is made equal. Ultimately it depends on the terrain and enemy types but more often than not, focus on one area over the other to increasing degrees is what lowers build...
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    As an "engineer" class...

    There are more people to convince than the other party I want you to provide a generally accepted standard of evidence or logical backing to what you say, rather than use an unknown number of other people's opinions, and examples you won't actually list. It's almost like you entered into a...