What if instead we made gunplay more dynamic and reactive?
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
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What if instead we made gunplay more dynamic and reactive?
If you go prone, you will not get hit by stray projectiles, unless they are targeted directly at you. What if you could go prone behind a table and not be hit at all?
What if standing behind table or chair conveyed a chance to miss for incoming projectiles? Surely it would make gunfights more tactical and less spammy. What if you could flip tables to create rudimentary barricades as well?
What if lasers bounced off windows, and bullets pierced them cleanly through sending a cloud of shards behind?
I"m sure there are more things that would make firefights more engaging.
What if standing behind table or chair conveyed a chance to miss for incoming projectiles? Surely it would make gunfights more tactical and less spammy. What if you could flip tables to create rudimentary barricades as well?
What if lasers bounced off windows, and bullets pierced them cleanly through sending a cloud of shards behind?
I"m sure there are more things that would make firefights more engaging.
- CPTANT
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Re: What if instead we made gunplay more dynamic and reactiv
The ranged stuns and most lethals being shit is what kills ranged gunplay.
But any attempt to change this has been tanked.
But any attempt to change this has been tanked.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- PKPenguin321
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Re: What if instead we made gunplay more dynamic and reactiv
firefights pretty much boil down to "you cannot get hit (behind cover) and win" or "you can get hit (not behind cover) and lose"
...so actually yeah, what you propose with making more kinds of dynamic cover probably would work. sec barricades are a good (although extremely powerful) example of this, since you can shoot through them but only if you're close enough.
table flipping when? i think it's a cool idea
...so actually yeah, what you propose with making more kinds of dynamic cover probably would work. sec barricades are a good (although extremely powerful) example of this, since you can shoot through them but only if you're close enough.
table flipping when? i think it's a cool idea
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- Saegrimr
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Re: What if instead we made gunplay more dynamic and reactiv
Another codebase already has table flipping for a purpose like this. /vg/ I think?
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- John_Oxford
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Re: What if instead we made gunplay more dynamic and reactiv
CM has table flipping for marines to shoot over, it blocks ayyy spit.
If you want tactical gun play, make stuns antag only.
Change station-based stuns to stamina only.
If you want tactical gun play, make stuns antag only.
Change station-based stuns to stamina only.
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Re: What if instead we made gunplay more dynamic and reactiv
stupidJohn_Oxford wrote:CM has table flipping for marines to shoot over, it blocks ayyy spit.
If you want tactical gun play, make stuns antag only.
Change station-based stuns to stamina only.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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- letshavecake
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Re: What if instead we made gunplay more dynamic and reactiv
Yeah, they doSaegrimr wrote:Another codebase already has table flipping for a purpose like this. /vg/ I think?
You flip a table and then it acts like a directional window in front of you
I think they just block all projectiles though, so no firing over them or anything
Also, this kind of deployable cover for gunfights would work really well with the object damage system, so cover can be destroyed and you can't just sit in a table fort and be invincible
- DemonFiren
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Re: What if instead we made gunplay more dynamic and reactiv
Bay has them, too.
Tables are fun.
Tables are fun.
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Re: What if instead we made gunplay more dynamic and reactiv
So, replace tasers with 50 holodamage disablers and have the stun-baton be an 80 holodamage, force 10 weapon?John_Oxford wrote:CM has table flipping for marines to shoot over, it blocks ayyy spit.
If you want tactical gun play, make stuns antag only.
Change station-based stuns to stamina only.
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Re: What if instead we made gunplay more dynamic and reactiv
Security barriers fulfill this purpose and they come in grenades that deploy them wherever they are needed. Sec players need to be educated on this and learn how to use them. A player standing adjacent to the barrier can fire over it unobstructed.letshavecake wrote:Yeah, they doSaegrimr wrote:Another codebase already has table flipping for a purpose like this. /vg/ I think?
You flip a table and then it acts like a directional window in front of you
I think they just block all projectiles though, so no firing over them or anything
Also, this kind of deployable cover for gunfights would work really well with the object damage system, so cover can be destroyed and you can't just sit in a table fort and be invincible
- letshavecake
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Re: What if instead we made gunplay more dynamic and reactiv
But that's not tacticool thoughGun Hog wrote:Security barriers fulfill this purpose and they come in grenades that deploy them wherever they are needed. Sec players need to be educated on this and learn how to use them. A player standing adjacent to the barrier can fire over it unobstructed.letshavecake wrote:Yeah, they doSaegrimr wrote:Another codebase already has table flipping for a purpose like this. /vg/ I think?
You flip a table and then it acts like a directional window in front of you
I think they just block all projectiles though, so no firing over them or anything
Also, this kind of deployable cover for gunfights would work really well with the object damage system, so cover can be destroyed and you can't just sit in a table fort and be invincible
Action heroes don't take the time to set up giant police issue roadblocks when they need cover in a gunfight, and most wouldn't even have one in the first place
- CPTANT
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Re: What if instead we made gunplay more dynamic and reactiv
Tried this for tasers, people got triggered.Cw3040 wrote:So, replace tasers with 50 holodamage disablers and have the stun-baton be an 80 holodamage, force 10 weapon?John_Oxford wrote:CM has table flipping for marines to shoot over, it blocks ayyy spit.
If you want tactical gun play, make stuns antag only.
Change station-based stuns to stamina only.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Lumbermancer
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Re: What if instead we made gunplay more dynamic and reactiv
If you want to nerf tasers, make them have one or two shots, but after you hit someone you can keep them stunned as long as you want. You know, like real tasers work. It would be used only to make an arrest, when hit is all but guaranteed, and disablers would be more combat/pursuit oriented.
- cocothegogo
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Re: What if instead we made gunplay more dynamic and reactiv
good idea luber, too bad nobody will be bothered to do it but!
- D&B
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Re: What if instead we made gunplay more dynamic and reactiv
Can we have actual automatic guns.
Mortar strikes too so we can all hang around the bar before shellshock kicks in
Mortar strikes too so we can all hang around the bar before shellshock kicks in
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- Dagdammit
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Re: What if instead we made gunplay more dynamic and reactiv
Hmm.
I did a pretty thorough tabletop RPG combat system that aimed to translate 3rd-person shooter gameplay (gears of war, mass effect, etc.) into tabletop. One key factor is that you chose whether your character was in an "aggressive" (gun up) or "defensive" (head down) state.
You could only shoot & take other offensive actions while aggressive. Cover was effectively a 25% miss chance when aggressive and a 75% miss chance when defensive. It worked really well, though those precise numbers were for a system where people had regenerating shields or an equivalent. Still...
You could give stuff like tables and sandbags a 35% chance to intercept a projectile (with a projectile ignoring the chance to hit any cover projectile beyond the first). Then you also have the option (some kind of hotkey toggle) to make a character crouch/huddle; this gives a flat 50% chance that any projectile which would hit them passes them by, and they can still move at walk speed or do non-offensive actions like rearranging inventory and reloading guns. Taken together, that's a 32.5% chance to be hit while crouching behind some kind of cover. Sandbags might have a 50% intercept chance and thus give a crouching target a total of 75% chance shots will miss.
No idea how you'd implement this in controls.
I did a pretty thorough tabletop RPG combat system that aimed to translate 3rd-person shooter gameplay (gears of war, mass effect, etc.) into tabletop. One key factor is that you chose whether your character was in an "aggressive" (gun up) or "defensive" (head down) state.
You could only shoot & take other offensive actions while aggressive. Cover was effectively a 25% miss chance when aggressive and a 75% miss chance when defensive. It worked really well, though those precise numbers were for a system where people had regenerating shields or an equivalent. Still...
You could give stuff like tables and sandbags a 35% chance to intercept a projectile (with a projectile ignoring the chance to hit any cover projectile beyond the first). Then you also have the option (some kind of hotkey toggle) to make a character crouch/huddle; this gives a flat 50% chance that any projectile which would hit them passes them by, and they can still move at walk speed or do non-offensive actions like rearranging inventory and reloading guns. Taken together, that's a 32.5% chance to be hit while crouching behind some kind of cover. Sandbags might have a 50% intercept chance and thus give a crouching target a total of 75% chance shots will miss.
No idea how you'd implement this in controls.
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