cRPG

cRPG => Suggestions Corner => Topic started by: Kulin_ban on May 31, 2012, 04:02:22 pm

Title: HACKED
Post by: Kulin_ban on May 31, 2012, 04:02:22 pm
HACKED
Title: Re: Horse archery mechanics for foot archers
Post by: Momo on May 31, 2012, 04:05:22 pm
Good idea!
Title: Re: Horse archery mechanics for foot archers
Post by: Paul on June 01, 2012, 06:29:33 am
Turn limit for ranged was already tried in Native beta and it was horrible. Also unmounted agents are no battlemechs. Torso and feet rotation around the z-axis is not seperated.
Title: Re: Horse archery mechanics for foot archers
Post by: Branches on June 01, 2012, 09:20:40 am
I see two possible problems with this:

Enjoyability:
-On a horse you can still move and rotate yourself via horse movement without adjusting spine angle. On foot where this isn't possible
 I think it would be very annoying.

Realism:
-On foot your feet aren't locked in place like on a horse, so you can pivot fairly seamlessly. No archer is going to overextend his
 spine while aiming on foot. He would pivot on his feet as he turns. If there were any penalties I think they would only make sense
 during the split-second taken to reposition the feet. However, I think even this would be a fairly slight disturbance after-which
 aiming is entirely normal again.

AHHH laptop battery running out. I hope I explained my position well enough and didn't misunderstand your argument. If I did
I apologize. Thanks! ^^