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CrowTheAlmighty

Skills must be reloaded here!

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So a modern rpg? Hmm... Of course, guns and molotovs can't just appear out of your ass so how does this happen?

 

Since crafting may be boring, what if skills had a certain amount of times they can be used? For example, a Pistol skill could be available only 20 times. Afterwards, it can't be used until you get to home base and rest up.

 

Anyone think this would work? With tweeking, the idea of crafting the reloads could work

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All depends on what you are after. If you have lots of battles in your game then maybe having to craft ammo could en up feeling like a chore, fear not cookie ninja will provide some suggestions of how to avoid this.

  1. Make the crafting return high yields of ammo (might make the whole thing obsolete and unecessary), can be avoided if you have several kinds of ammo. Ex. armor piercing, incendiary, toxic etc, etc
     
  2. Make sure that the ingredients for said ammo types are readily available in shops.
     
  3. If you want the player to rest up to replenish their stock make sure they never have to run far to find a place to rest up. You could also give them a alternate melee attack so never end up not being able to attack.

Don't know to much of the setup for your game so these are just some stuff that immediately comes to mind. Hope it helps! :P

 

As for the concept as a whole, sounds very interesting and could be a cool and fun type of mechanics to explore.^^

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You have guns. Guns need ammo. You're enemies have guns with ammo. Kill them and take theirs :) That's the simplest way. Idk about crafting bullets. One, it could get really tough to balance. Two, who crafts bullets? If you want gace a crafting system, make it so the can make things like traps, tools, and first aid items.

 

In combat, I like the concept of having a limit on how many times you can fire. Also consider reloads. A one turn cooldown for that weapon. Two if its something that takes a long time to reload, like a shotgun. Different weapons hold different numbers of ammo. Some weapons are semi-automatic. Etc. Etc. They can also have different firing skills. A pistol can have a singke shot skill, and a three shot rapid fire. The gun holds say...12 rounds. Once that clip is exhausted, there's a cooldown to reload. Reload can even be a skill, but that might get annoying. The weapon will only reload if you have ammo of that type in your inventory. If you run out, you'd better equip a new weapon fast.

 

There should be a couple melee attacks, too. Like a disarm manuever or a pistol whip. Combat knives could be good secondary weapons. If you could set it up so enemy troops have rows, and melee can only hit the front row, or only hit the back if there's not an enemy in the way, that would be slick. It'd give a sense of realism and add to the strategy.

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You have guns. Guns need ammo. You're enemies have guns with ammo. Kill them and take theirs :) That's the simplest way. Idk about crafting bullets. One, it could get really tough to balance. Two, who crafts bullets? If you want gace a crafting system, make it so the can make things like traps, tools, and first aid items.

 

In combat, I like the concept of having a limit on how many times you can fire. Also consider reloads. A one turn cooldown for that weapon. Two if its something that takes a long time to reload, like a shotgun. Different weapons hold different numbers of ammo. Some weapons are semi-automatic. Etc. Etc. They can also have different firing skills. A pistol can have a singke shot skill, and a three shot rapid fire. The gun holds say...12 rounds. Once that clip is exhausted, there's a cooldown to reload. Reload can even be a skill, but that might get annoying. The weapon will only reload if you have ammo of that type in your inventory. If you run out, you'd better equip a new weapon fast.

 

There should be a couple melee attacks, too. Like a disarm manuever or a pistol whip. Combat knives could be good secondary weapons. If you could set it up so enemy troops have rows, and melee can only hit the front row, or only hit the back if there's not an enemy in the way, that would be slick. It'd give a sense of realism and add to the strategy.

 

You've caught on to my idea. I like the detail because its given me updates to my idea. 

 

Melee attacks? Those may be a little different

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I was curious about something. Is this going to be a turn-based battle system or a tactical RPG? 

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I was curious about something. Is this going to be a turn-based battle system or a tactical RPG? 

To be honest, I'm still thinking that part over.

 

If Turn Based, there would be a base you can recover at or finding ammo on the field

If Tactical, I would have a 'Point' that you can go to to recover for a turn

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Tactical would be interesting. Then the environment can really come into play. Modern combat is more about finding cover and slowly trying to maneuver into a favorable position than spraying bullets. It's funny you mentioned a "Point"

 

The was this tactical RPG I had a long time ago for PC (like for Windows 95 old). It was titled "Soldiers at War." It was a really cool World War 2 era game where you'd sent a team of up to eight soldiers to complete various objectives. If you go that route, I'd suggest Googling it. I'm sure it will provide you with some good ideas. 

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Tactical would be interesting. Then the environment can really come into play. Modern combat is more about finding cover and slowly trying to maneuver into a favorable position than spraying bullets. It's funny you mentioned a "Point"

 

The was this tactical RPG I had a long time ago for PC (like for Windows 95 old). It was titled "Soldiers at War." It was a really cool World War 2 era game where you'd sent a team of up to eight soldiers to complete various objectives. If you go that route, I'd suggest Googling it. I'm sure it will provide you with some good ideas. 

 

Well, its mainly taking place in a wasteland but I guess this game could give ideas.

 

Thanks brar

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