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Attacking 2.0

Started by Chedburn [1] Admin on in Announcements.

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Chedburn [1] Admin Developer

Hi everyone,

Finally... Gone are the days of crazy 12 digit damage figures, unexplainable losses of energy and imbalance. What replaces it? An advanced competitive attacking engine and a catalyst for infinite expansion.

Heres another update which youll certainly need to spend some time adjusting to, because EVERYTHING has changed (for the better) We suggest you try out the new system with an open mind (and heart), the changes are massive, but so are the long term benefits!

Please be aware, we will be making changes to this system based on community feedback over the next few months to make it as perfect as it can be. Please leave constructive feedback in the new Attacking forum after youve given it a good test.

This new attacking system base opens the door to future features which were not possible or useful in the old system, such as...

  • Individually unique weapons and armour (I.e. All AK-47s slightly different).

  • Specialist ammunition like hollow point, tracer and incendiary.

  • Weapon attachments like extra clips, laser sights and suppressors.

  • Special bonuses for exceptionally rare weapons and armour.

  • Rare five-piece sets of armour which provide very interesting global boosts.

  • Global NPC competitions
Its difficult to mention all of the differences, as the new system is completely fresh. The best thing to do is just to use and experiment with the new system.

  • Damage is now logarithmic. So having ten times the amount of strength wont necessarily provide a 10x boost to damage, although the difference will still be noticeable. This means one-hit-kills will be rarer and attacks will last more turns.

  • Life is now set to a range of 100 - 5,000 based on level. 7,500 is possible at level 100 with merits. Overdosing on Xanax now does not decrease maximum life.

  • Defence will reduce damage by 50% if it matches your opponents strength. It will reduce damage by further 10% increments for every doubling of the other users strength.

  • Armour now gives a static percent reduction of enemy damage. The armour currently available ranges between around 20% to 70% depending on quality.

  • Weapons now act as a simple multiplier on damage. For example, Fists are 1 and ArmaLite Rifle is 6.6.

  • Attacking now costs 25 energy even without Vicodin. Vicodin now boosts all stats passively by 25% during attacking and defending. Changes will most likely be made for all drugs during the Drugs 2.0 update later on.

  • Ammo is now purchased per round instead of per clip. Clips are automatically created at the beginning of a fight depending on the rounds available, you will never need to load them manually - just ensure you have enough rounds purchased. Youll need to purchase the correct ammunition for the guns you have equipped. Youll be refunded for ammo owned in the old system.

  • Group attacking is now a viable tactic. All attackers can make use of a temporary debuff weapon used by just one of them, debuffs will also stack. On top of this, if multiple users are attacking one target, the targets stats will receive a passive reduction and they will sometimes miss turns due to being busy with other attackers.

  • We now have a far more advanced recap log with filter settings and colour coding for each user involved in the attack.

  • The log shown below the fight while attacking someone is now live, so youre able to watch actions happening which involve this user. This way you can synchronise with others.

  • Life now goes up by 5% every 5 minutes at base (100 mins). Medical facilities with doctors will increase this to 6% every 5 minutes (85 mins). Well also be adding new specials from various origins which increase regeneration rate.

  • Mugging has also received some big changes. Mugging the same person over and over again is no longer worthwhile, however initial successful mugs will yield more money. It is now unnecessary to have revives turned off in order to avoid repeat mug attempts. Mugging will also place the user in hospital for slightly longer, to differentiate it from the leave on street option.
There may be problems, but we believe we can very quickly resolve them if bug reports are clear and detailed. The only things were slightly worried about are load times and racing conditions - which may become apparent when hundreds of people are using the attacking system at the same time. However, we have our fingers crossed.

It may also be worth mentioning, well be rebalancing a lot of the weapons in Torn over the next few months. There are some clearly overpowered ones which could be reduced to provide more variety during combat. Ideally, most weapons will fulfil some kind of purpose instead of having some clear winners.

A huge thank you to Pavel, whos handled the development of this new attacking system over the past two years, its been a serious journey! Its difficult to imagine the sheer scale of this project, consisting of 126 files and 30,000 lines of code. Also, thanks to the committee and staff for working with us and testing the system.

Update - Please note drug addiction has always had fairly serious effects on your statistics, it's just a lot more noticeable in this new system. For example, just 5 Xanax is enough to almost half your stats. If you find you are losing to people who have lower stats than you, this is almost certainly the cause. make sure you are testing the system while clean / rehabbed. We're working on changes to make it clearer how drug addiction is affecting you.

Thanks.