RP Server

Started by Panji_ROK2018, Apr 10, 2019, 06:51 PM

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Panji_ROK2018

What the f.. is all this?!
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Idea springs in while I was watching around YouTube and stumbled upon RE:2 Remake. Then I thought to myself, I think this could be implemented into RO.
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How does it play out?
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Basically all players start out as Gunslingers, from there, depending on their equipment, they will have different set of skills. Each gun will also comprise of different movement speed, attack speed and other quirks to make each gun interesting. Ammo would be based off your SP, if you run out of SP you will have to cast the skill called 'Reload' to be able to continue attacking or using other skills. Another way to count ammo would be the Spirit orbs of monks, whenever you attack, you get rid of 1 of those orbs, run out of Orbs and you will have to 'Reload'.
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What are other quirks to this mode?
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ADS mode (Aim Down Sight) - Blind effect (dark corner screen effect thingy), suffer reduced movement speed, however they will enjoy a higher HIT percentage and a higher headshot rate (Crit).
Specialization - Players can specialize in different roles, as follows: MEDIC, SNIPER, GRENADIER, SLUGGER, and RIFLEMAN
Jam - While attacking, players can have negative debuff on them applied at random, causing their gun to Jam, they have to use the skill 'Clear Weapon Jam' to continue firing or using skills.
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Specialization?
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So what are the difference of these specializations? Each one would have their own perks, cons and pros. Solo is indeed possible, however some situations might call for a well-rounded squad to clear a certain obstacle.

MEDIC - This specialization allows the usage of Healing and Anti-septic treatment to other players. Essential for surviving a Zombie Apocalypse. They can only use Handguns.
SNIPER - This specialization has the most range out of all the other specializations, and allows the usage of Sniper weapons. These weapons have slow attack speed but has a higher rate of inflicting Headshot (Crit + Mini-stun) while attacking. They mainly use Snipers, Rifles and Handguns.
GRENADIER - This specialization is mostly utility and crowd-control. They specialize in inflicting status effects on enemies and providing cover for your team with either a smoke screen or a barrier which resists physical attacks. They mainly use Grenade Launchers, Rifles and Handguns.
SLUGGER - This specialization is focused on dealing damage to a huge number of enemies that are clustered together. They also have higher HP and defense compared to the other specializations, making them the ideal tanks in most of the situations. Because of the nature of their weapon, their attacks could hit targets multiple times during a single attack. They mainly use Shotguns and Handguns.
RIFLEMAN - This specialization is a jack of all trades, which can use most of the weapons except for Grenade Launchers and Snipers. Most importantly, they are the only class allowed to use the Machine Gun, which has a very high rate of fire, however has a very low accuracy rating. It is highly advised to use the ADS mode when using the Machine Gun.
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That pretty much sums it up. Also note that these might just be theory-crafting at the moment, but basing on my own knowledge and experience, all these are possible. Very, very possible.

Bue

You can implemented this idea using item bonuses and add a check for gunslingers to run out of ammo when SP is zero. But, I would throw out the blind effect for ADS since that can be easily bypass.

I don't think it is a bad idea if you are trying to expand the gunslinger class. However, if you are going to make it a main part of the game, then you need to adjust the content and combat. For example, I would change single target skills to AOE (desperado) with a specific and/or random pattern (i.e. like chess pieces) to make combat more interesting.

Imo, a lot of these ideas fail because of sloppy implementation and lack of custom content.

Naruto

Quote from: Bue on Apr 10, 2019, 10:31 PM
You can implemented this idea using item bonuses and add a check for gunslingers to run out of ammo when SP is zero. But, I would throw out the blind effect for ADS since that can be easily bypass.

I don't think it is a bad idea if you are trying to expand the gunslinger class. However, if you are going to make it a main part of the game, then you need to adjust the content and combat. For example, I would change single target skills to AOE (desperado) with a specific and/or random pattern (i.e. like chess pieces) to make combat more interesting.

Imo, a lot of these ideas fail because of sloppy implementation and lack of custom content.

keeping heat barrel up is pretty sick

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Panji_ROK2018

Quote from: Bue on Apr 10, 2019, 10:31 PM
You can implemented this idea using item bonuses and add a check for gunslingers to run out of ammo when SP is zero. But, I would throw out the blind effect for ADS since that can be easily bypass.

I don't think it is a bad idea if you are trying to expand the gunslinger class. However, if you are going to make it a main part of the game, then you need to adjust the content and combat. For example, I would change single target skills to AOE (desperado) with a specific and/or random pattern (i.e. like chess pieces) to make combat more interesting.

Imo, a lot of these ideas fail because of sloppy implementation and lack of custom content.

Most of them require source changes. But I do agree that this is mostly gonna end up being a tragic mess, at best it could be viewed or played as a side-story of sorts. Still playing ,a zombie survival with gunslingers only in RO would be a refreshing take on the game.

Naruto


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