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#51
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So, ten seconds wait, and then thirty seconds for health regeneration... colour me surprised. Moderately happily surprised. |
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#52
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I really like this idea of the Deus Ex inventory applied to the different body parts. I'm hoping the devs give us a tough time with space management. |
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#53
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Hopefully the DX 3 inventory isn't like the LatwPiat inventory ...
It uses an universal grid just like the RPGs
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If you want to make enemies; just dumb something down
The manderley song => http://www.youtube.com/watch?v=_WnBeglPl7s |
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#54
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Resident Evil 4 had a great inventory, basically Deus Ex's with the ability to rotate items. Lets avoid making things too annoying like having a weight limit, the first Deus Ex got by without one and that worked fine. As for body armor, lets hope you can equip it to your body at all times so it doesn't take up space like RE5, and for the love of God don't make ballistic armor powered. Also, RE4's inventory gave me a weird tetris vibe, which is always good.
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Why does no one remember this? Why isn't this taught in the schools?
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#55
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I hope the armors works like in some FPS with localized damage ...
Really this is what DX 3 needs Working like in FPS and wearable like in RPGs Even SS2 had a great system about that on its inventory system. Working like in FPS means if the armor is damaged its sprotection is reduced and if it reaches 2/3 of its total hp we begin to receive some damages from projectiles on protected parts, if the armor reaches 1/3 of its total hp the damages received from projectiles are sightly increased, close to the maximum damage the weapon can did. Tetris inventory is the best ...
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If you want to make enemies; just dumb something down
The manderley song => http://www.youtube.com/watch?v=_WnBeglPl7s |
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#56
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Then again, it typically makes no sense at all, period. If you're going to put a limitation, use one that's logical and has a purpose. A random maximum weight, which can be adjusted depending on the skills you waste on strength, is pretty useless. The fact that you can carry just about anything, so long as it fits the limit (regardless of size and what you're already carrying) is just silly. I don't get the hate on LatwPIAT's system from some purists. Throw in a tactical belt for LAM's and a few pockets for extra space, and you basically have the DX system, but not presented in a grid form. It's a tad more realistic, but not more restraining. |
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#57
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What about discouraging packratting, or encouraging the removal of stuff, even if you are allowed to carry it. Let the flames begin, but, while I didn't really like the system, FFXII allowed you to carry as much as you wanted, but to get better stuff, and money and such, you could sell the stuff you collected. That way you could be a packrat, or unload the stuff if you wanted.
Perhaps if DX3 allowed you to carry tons, but gave you incentive not to, that would work (although I don't expect there to be as many weapons and such as you would find in a console RPG.)
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お前は俺を知らない、俺を知ることができない。 |
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#58
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DX 3 uses a grid with limited space, a true tetris inventory limited by space, and DX 1 use a flexible inventory system, not an inflexible inventory system
Many PC RPGs had a lot of weapons and items, the goal isn't to limit only the use of many weapons, I expect to see tools, and other useful items that I can use during the game. The goal is to limit only how much you can carry, I think the choice of universal grid is the best, also a weight system works just like an universal grid system. The difference it's the fact it's more accurate and it's a bit more difficult to know how heavy is your item, but a weight inventory can be made without movement penalty. With a space restricted we can see immediately if the item fits in or not. When I said universal grid is an ideal system, its because it's flexible, easy to use, and uses often a logical value system The ability to rotate items just give the flexibility it needed Also I wanted a lot of weapons like PC RPGs, fallout for example is a game with a lot of weapons, Diablo likes had a lot of weapons. There is a difference between some console RPGs when the weapon you buy during the game are always superior to the previous, this isn't what I suggest with having a lot of weapons. There is always superior and inferior weapons, but the main characteristic is a balance between stats. and the value system in an inventory help in the balance of weapons. In system shock 2 all weapons have the same size. when you have to choose between the pistol and the assault rifle, the choice is clear you take the assault rifle, because the pistol is inferior in all points compared to the assault rifle in SS2 and you won't think hey I need a pistol In Stalker or Deus Ex or boiling point or many RPGs when you have to choose between a pistol and an assault rifle for example, you can think the best is to take both and throw a less useful weapon on your inventory. I will take an example with something close to existing weapons let's take two assault rifles A and B Assault rifle A Damage 8 Penetration High Rate of fire 750 rds / min Recoil moderate Accuracy 55% Effective range 550 m Muzzle velocity 975 m/s Clip size 30, magazine Caliber 5.56x45 mm Inventory size 2x6 Assault rifle B Damage 11 Penetration High Rate of fire 600 rds / min Recoil High Accuracy 45% Effective range 700 m Muzzle velocity 715 m/s Clip size 30, magazine Caliber 7.62x39 mm Inventory size 2x6 In comparison Pistol A Damage 19 Penetration very low Rate of fire semi automatic Recoil low Accuracy 65% Effective range 100 m Muzzle velocity 315 m/s Clip size 15, magazine Caliber 9x19 mm Inventory size 1x2 Anti materiel rifle Damage 100 Penetration Extreme Rate of fire semi automatic Recoil very high Accuracy 32 % Effective range 1 200 m Muzzle velocity 1450 m/s Clip size 5, magazine Caliber 20 mm SABOT tracer Inventory size 2x8 Scope x10
__________________
If you want to make enemies; just dumb something down
The manderley song => http://www.youtube.com/watch?v=_WnBeglPl7s |
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#59
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How can the pistol have less effective range yet higher accuracy? It might be possible ballistically, but I somehow doubt it... Also, you'd hardly want to load every shot of an anti-material rifle with tracer rounds, especially if you want to use it for sniping purposes, as per your choice of a 10x scope.
And modern guns rarely use clips. They use magazines. Clips are those strips with exposed bullets on. Magazines are the boxes with bullets inside. Oh, and Assault Rifle B is an AK47. |
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#60
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I took real guns as a base for those values, but if I made the pistol accurate it's because it's easier to handle than a rifle, for the anti materiel rifle it was half real and fictional I took an existing gun as a base but I changed the ammo caliber.
After clip size I mentioned what feed system the gun use, all examples use magazines, but I did that in the case I wanted to use drums or perhaps other feed systems But games and such uses clip size as a value just look at Deus Ex every gun got clip size to mention a weapons loading capacity You discovered the hidden AK47, but I prefer to use generic names instead of giving the weapon's name. I used some other real weapons as reference
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If you want to make enemies; just dumb something down
The manderley song => http://www.youtube.com/watch?v=_WnBeglPl7s Last edited by Blade_hunter; 06-11-2009 at 12:15 PM. |
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