Sasabmeg / FOnline-BraveNewWorld

FOClassic and PReloaded project, mostly for fodev.net tutorials or module code shares.
https://fodev.net/forum/index.php/topic,30344.0.html
GNU General Public License v3.0
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REWORK: Rebalance Ranged Weapon chance to hit to match weapons roles. #18

Open Sasabmeg opened 1 year ago

Sasabmeg commented 1 year ago

Concept still in development phase, but something like below

All ranged weapons should have an optimal range where they work best, and outside of that they become inaccurate or reduced damage. The calculations may be done based on what perks the weapon has, or specific on the weapon itself.

Introduce weapon type distance based gameplay. Weapon should have better chances to hit, and/or better damage and/or extra effects when hitting with them at their respective optimal range. (Shotguns knockback from short range more often, scoped riffles extra critical chance on optimal range, etc)

In addition, armor types would increase/decrease optimal weapon range of Long Range / Scoped (as in clumsiness for heavy armor) so that light armor increases the optimum range interval, while heavy armor decreases it. Another version to integrate this more, would be that AG (as in precision) would change the optimal range interval and/or the bonus effects at that range, like extra critical chance for snipers..

Weapon Perks for Range:

Weapon Perks to extend functionality of some weapons: