With the addition of Archers (such as Eirin) and Gunners (such as Nitori) , I've decided that there should be some way to balance out these potential broken characters.
So the idea came to me. Ammo Counts. I want near to every character to be unique. But I decided that this would be a better implementation overall as a balancing kinda thing. Nitori had ammo in Hopeless Masquerade and Urban Lagging In Limbo, so why not here? Eirin likely won't be subject to this, but who knows.
This has proven to be difficult to add in over the course of time but I digress.
So here's what's gonna be planned to happen with this!
(As always, I'll checkmark what's done when it's done.)
What's To Come
[x] Well. Ammo, obviously. It's ammo. What...else am I supposed to say? Do you know what...ammo is?
The basis is to..well. Make things run off of bullets and such instead of having infinite amounts of attacks.
[ ] Weapons not functioning properly without ammo: Simple. Weapons like guns and rocket launchers and turrets and bows and such will use ammo properly. This means if you do not have the required ammo amount, you merely cannot use the weapon.
[ ] Skills requiring ammo: Some skills will use ammo in order to function properly. If you don't have ammo, you merely can't use the skill.
[x] Specific Ammo and Specialized Ammo Types: There'll be the capability of special ammo types which'll be able to fill in for others. If you don't have normal bullets or don't want to consume special bullets, just switch out.
[ ] Magazines And Reloading The ability to load up magazines with one specific ammo type in order to be capable of reloading your gun rather easily. Since re-equipping mid-battle will take a turn, I'll make reloading vary on the weapon at hand. (This one's kinda iffy. Might not make it.)
[ ] Individual Weapon Ammo:SHOVING A ROCKET INTO A PISTOL AND EXPECTING GODLY RESULTS IS NOT FINE. Every weapon will have separate applicable ammo types. Modifications and Weapon attachments may or may not change this.
[x] Ammo Range Manipulation! Some bullets just get more range, more AoE, so on. Gonna add that in. Sounds neato, righto? I truly hope so.
Hopefully, this'll change how priortizing ranged DPS and Support over melee can work in-game. But it's still a work in progress.
Ammo Counters - Making Every Shot Count!
With the addition of Archers (such as Eirin) and Gunners (such as Nitori) , I've decided that there should be some way to balance out these potential broken characters.
So the idea came to me. Ammo Counts. I want near to every character to be unique. But I decided that this would be a better implementation overall as a balancing kinda thing. Nitori had ammo in Hopeless Masquerade and Urban Lagging In Limbo, so why not here? Eirin likely won't be subject to this, but who knows. This has proven to be difficult to add in over the course of time but I digress. So here's what's gonna be planned to happen with this!
(As always, I'll checkmark what's done when it's done.)
What's To Come
[x] Well. Ammo, obviously. It's ammo. What...else am I supposed to say? Do you know what...ammo is? The basis is to..well. Make things run off of bullets and such instead of having infinite amounts of attacks.
[ ] Weapons not functioning properly without ammo: Simple. Weapons like guns and rocket launchers and turrets and bows and such will use ammo properly. This means if you do not have the required ammo amount, you merely cannot use the weapon.
[ ] Skills requiring ammo: Some skills will use ammo in order to function properly. If you don't have ammo, you merely can't use the skill.
[x] Specific Ammo and Specialized Ammo Types: There'll be the capability of special ammo types which'll be able to fill in for others. If you don't have normal bullets or don't want to consume special bullets, just switch out.
[ ] Magazines And Reloading The ability to load up magazines with one specific ammo type in order to be capable of reloading your gun rather easily. Since re-equipping mid-battle will take a turn, I'll make reloading vary on the weapon at hand. (This one's kinda iffy. Might not make it.)
[ ] Individual Weapon Ammo: SHOVING A ROCKET INTO A PISTOL AND EXPECTING GODLY RESULTS IS NOT FINE. Every weapon will have separate applicable ammo types. Modifications and Weapon attachments may or may not change this.
[x] Ammo Range Manipulation! Some bullets just get more range, more AoE, so on. Gonna add that in. Sounds neato, righto? I truly hope so.
Hopefully, this'll change how priortizing ranged DPS and Support over melee can work in-game. But it's still a work in progress.