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Attacking 2.0

Started by Ferrik [860546] on in Suggestions.

12 replies · 149 views · thread synced · 18 days ago · View on torn.com
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Ferrik [860546]

Ok, hear me out...

Attacks should have a distance meter.

If you get attacked with an axe, it doesn't make sense to hit that person with an Anti Tank, that would have both players blow up. I always try to imagine how the fights look, and imagining someone hitting you with an axe first, and then that person turns around and fires off a grenade shell from an anti tank?...that doesn't make any more sense than the opposite, a person firing at you with an anti tank, and then the other person magically hits you with an axe in the face on their next move. In the first scenario the attack starts up close with an axe in the back, in the second someone shoots at you from a position pretty far away.

By introducing short, medium and long distance to target you could get much more realistic fighting scenarios, with different weapons working best at a given distance.

Temporary weapon example:
Throwing a grenade should be done from medium range, but hitting someone with pepper spray should be done from short distance. Aiming at someone with pepper spray from a distance should just be a waste, and throwing a grenade at someone close to you should inflict self harm as well as harm to opponent.

Your turn, move or stay
As part of your turn you could move distance after each weapon use, getting closer or further away from target or staying where you are.
Get shot at, shoot back, move closer while getting shot at again, stab with your macana, get stunned with a cattle prod, see opponent move away twice while shooting, shoot back with your M4A1. Realistic to imagine, and would diversify the ways of using different weapons, apart from just looking at their stats. Might make Speed a more important stat out of the 4 as well.

Kamikaze
Heck, you could even blow yourself up if you're getting pounded by a baseball bat, maybe making a double KO a new type of stalemate-like scenario.

Automated Defense Moves
This could be an automated function on defenses just like percentage settings for what weapons to use already is, with button options like "Always move away from target" for the sniper style player, and opposite for the close combat style players.

Weapon ranges
Most melee weapons would be used on short range, naturally, weapons like a pistol could work well on more than one distance, both on short and medium range. Most rifles could be long to medium range, but some could be clunky to fire even at medium range, like the Heckler & Koch with bipod mod mounted (or an Anti Tank once again).


Would this be a terrible update to get used to at first?...100%, guaranteed! I just like swinging my Dual Hammers around, and will usually keep doing that no matter what the opponent is up to. I'd have to stop that altogether.

Would I find it more realistic, and eventually like it, just like Crimes 2.0?...Again, 100%, guaranteed!

Ferrik

AshleyT [1432316]
You could even have certain weapons be more effective or accurate at certain ranges so certain classes of weapon like SMG's can feel more useful, especially the lower value ones that you'd typically have no reason to use.

Could even take it one step further and give different ammunition types more realistic properties, such as rifle calibre rounds having lower damage but higher penetration against armour while pistol calibre rounds have the opposite (With the exception of 5.7 since that is specifically an armour piercing pistol calibre) although carefully tuned to make sure weapons don't feel too different to how they are now. I personally doubt they'd go this far though since weapon stats in Torn don't make much sense in the first place compared to real world counterparts, as well as a bunch of oddities.

One such oddity is the TMP and MP9. They are both the exact same weapon with minor manufacturing differences. Another is the Armalite M-15, Carbon 15, M4A1 and M16 which are all just different configurations of the same rifle.
Zanz [2830805]
A more dynamic playstyle and perhaps an increased number of attacks available as you grow stronger.

Add an option to "jump into" an interactive mode if you're online when being attacked so you can actively defend yourself as well. Makes attacking people who are online more risky and most likely more fun as well.
Ferrik [860546]
Yes, now we're talkin'!

Watching yourself get attacked is always frustrating, being able to jump into an attack would in itself be an awesome feature, instead of just waiting/shouting passively at the screen until the attack gets u hosped like most times in current system lol. We had a ranked war a small while ago, and at one point I was getting 10 people attacking me in the same group attack....just being able to guide the attacks even slightly on my end would've made that so much less frustrating lol.
Ferrik [860546]
Oh, it would likely be terrible at first, for sure, then we'd end up as we always do in Torn, getting used to it.

Then, after some time, we'd see minor improvement tweaks happen, and be amazed by them, what major improvements they'd seem to be, every single time lol
PurpleFire [2868362] Committee Committee
Sounds like an interesting concept. Would love to see more thought go into weapon selection/type.

What about the defender though?

would the system move the defender to the best position to use their grenade and again to use their axe?

Edited because my first question made no sense.
Ferrik [860546]
I imagine having a similar settings system like the current one for defenders, the one where you choose usage rate on how often you use your primary weapon or your melee/temp/secondary. Moving away from or towards the enemy based on current distance, or setting a "preferred distance to enemy" could both be ways of steering this passively for a defender, with weapons who work at the current distance getting used before an automated move happens.
lockup [3300790]

Wouldn’t introducing distance into the attack function of a text based game almost require the abandonment of the text based nature?

 

You’d need a controller to position your little character towards or away from the attack victim? 

Ferrik [860546]

You'd only need a rough distance to make the fighting seem much more realistic, like short, medium and long distance to target. The visuals of being far away from a target and not hitting with a samurai sword hardly need explaining, just like many of the examples in the main thread text.