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cover system

kangsinkangsin Member Posts: 64 Arc User
I had a simple idea for sto a cover system imagine taking covert behind a wall , crate or a rock and take 50% less damage and improved dodge rate


what do u guys think?
Post edited by kangsin on

Comments

  • victorstellavictorstella Member Posts: 101 Arc User
    edited September 2013
    I think that's what shields are for.
  • bubblygumsworthbubblygumsworth Member Posts: 0 Arc User
    edited September 2013
    Shooter mode + Crouch = Cover bonus
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited September 2013
    It would be a boon to ground combat if there was a cover system like TOR. Where you could hide behind objects as part of the attack without crouching in the middle of an open field and pretending that they won't shoot you. :rolleyes:

    Even AI's would feel more challenging if you had to work around their cover.
  • kangsinkangsin Member Posts: 64 Arc User
    edited September 2013
    I agree personal shields drop too fast some times a cover system would allow them 2 recharge while the ai works around to killa ya while takin a breather
  • edited September 2013
    This content has been removed.
  • jetwtfjetwtf Member Posts: 1,207
    edited September 2013
    Cover shouldnt change how much damage you take, a hit is a hit. kneeling shouldnt increase the damage you do.

    What should happen is increase or decrease of hit chance.
    A. Behind cover like a chest high wall the enemy has a reduced hit chance by about 80% since 20% is exposed
    B. Waist high wall standing 50%. 50% exposed when standing.
    C. Kneeling in the open 25%, no cover but reduced target size. evade or dodge does not happen.
    D. kneeling behind a waist high wall 80%. 20% is exposed.
    E. Kneeling should have a 25% bonus accuracy and small crit chance increase when firing.
    F. Increased chance to get hit when standing still in the open but increase in accuracy and crit chance, evade and dodge is not happening if you dont move.
    G. Moving in the open decrease across the board in hit chance and accuracy walk less decrease, run more decrease, and sprint the most. Sprint and you have 10% chance of getting hit or hitting your target, run 50% chance and walk 90%.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited September 2013
    I also suggested that critical hits should cause INJURIES, which would need healing with regenerators, as usual.

    Do you realize how many critical hits happen in ground PvP? How would you feel if you needed to carry 2,000 regenerators just to play PvP because of some crazy critical hit mechanic stacks insane amounts of unclearable debuffs upon your character. And do you really want to sit there going down the line to remove all of those debuffs every time you take a stack of crits?
    jetwtf wrote: »
    Cover shouldnt change how much damage you take, a hit is a hit. kneeling shouldnt increase the damage you do.

    What should happen is increase or decrease of hit chance.
    A. Behind cover like a chest high wall the enemy has a reduced hit chance by about 80% since 20% is exposed
    B. Waist high wall standing 50%. 50% exposed when standing.
    C. Kneeling in the open 25%, no cover but reduced target size. evade or dodge does not happen.
    D. kneeling behind a waist high wall 80%. 20% is exposed.
    E. Kneeling should have a 25% bonus accuracy and small crit chance increase when firing.
    F. Increased chance to get hit when standing still in the open but increase in accuracy and crit chance, evade and dodge is not happening if you dont move.
    G. Moving in the open decrease across the board in hit chance and accuracy walk less decrease, run more decrease, and sprint the most. Sprint and you have 10% chance of getting hit or hitting your target, run 50% chance and walk 90%.

    Adding Accuracy to ground would be a nightmare. You have shooter mode, which can miss due to player error. How would you feel if every attack you landed with shooter mode only had a chance of actually hitting the enemy? That would be a highly unenjoyable mechanic. The current system is fine as is, dodge (50% damage reduction) serves as an excellent form of damage mitigation. Crouching has +50% chance to dodge, sprinting has a +75% chance to dodge, rolling has a +100% chance to dodge. Solid objects block damage entirely and cover shields block damage until destroyed. I really do not see what needs to be changed.
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  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited September 2013
    I'd like a cover system for ships.


    Think about it.

    Escort is taking a beating, teammate in a cruiser sees it and rushes over positioning between the enemy and the escort, enemy attacks are now on the cruiser.
  • johnnymo1johnnymo1 Member Posts: 697 Arc User
    edited September 2013
    The ship cover idea is a cool idea!
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited September 2013
    foundrelic wrote: »
    I'd like a cover system for ships.
    Think about it.

    Escort is taking a beating, teammate in a cruiser sees it and rushes over positioning between the enemy and the escort, enemy attacks are now on the cruiser.

    You can already take advantage of terrain and hide behind it.

    jetwtf wrote: »
    Cover shouldnt change how much damage you take, a hit is a hit. kneeling shouldnt increase the damage you do.

    What should happen is increase or decrease of hit chance.
    A. Behind cover like a chest high wall the enemy has a reduced hit chance by about 80% since 20% is exposed
    B. Waist high wall standing 50%. 50% exposed when standing.
    C. Kneeling in the open 25%, no cover but reduced target size. evade or dodge does not happen.
    D. kneeling behind a waist high wall 80%. 20% is exposed.
    E. Kneeling should have a 25% bonus accuracy and small crit chance increase when firing.
    F. Increased chance to get hit when standing still in the open but increase in accuracy and crit chance, evade and dodge is not happening if you dont move.
    G. Moving in the open decrease across the board in hit chance and accuracy walk less decrease, run more decrease, and sprint the most. Sprint and you have 10% chance of getting hit or hitting your target, run 50% chance and walk 90%.


    Yeah, various types of cover increases or decreases you chances to attack or receive damage.

    The faster you go, the less accurate weapons will be and some abilities are disabled, like sniper targeting. But some abilities like dual pistol sweep could have a slight advantage.
    foundrelic wrote: »
    Adding Accuracy to ground would be a nightmare. You have shooter mode, which can miss due to player error. How would you feel if every attack you landed with shooter mode only had a chance of actually hitting the enemy? That would be a highly unenjoyable mechanic. The current system is fine as is, dodge (50% damage reduction) serves as an excellent form of damage mitigation. Crouching has +50% chance to dodge, sprinting has a +75% chance to dodge, rolling has a +100% chance to dodge. Solid objects block damage entirely and cover shields block damage until destroyed. I really do not see what needs to be changed.

    Well isn't that how it is in the real world when you shoot while moving? Of course you are going to miss more than when you are stationary. That would be a literal risk vs reward, if you decide to go into shooter mode, attack, then miss, then it's only you to blame.

    So while accuracy is a roll outside of shooter mode, in shooter mode accuracy is based on player movement and the aiming of the player.
  • jetwtfjetwtf Member Posts: 1,207
    edited September 2013
    Adding Accuracy to ground would be a nightmare. You have shooter mode, which can miss due to player error. How would you feel if every attack you landed with shooter mode only had a chance of actually hitting the enemy? That would be a highly unenjoyable mechanic. The current system is fine as is, dodge (50% damage reduction) serves as an excellent form of damage mitigation. Crouching has +50% chance to dodge, sprinting has a +75% chance to dodge, rolling has a +100% chance to dodge. Solid objects block damage entirely and cover shields block damage until destroyed. I really do not see what needs to be changed.

    Shooter mode is already borked, first you can no longer do first persoon shooter and whats left can hit other items you are not aiming at. But that doesnt matter because shooter mode can turn off the accuracy modifications as well as the auto aim BS we are stuck with now.
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  • angrytargangrytarg Member Posts: 11,008 Arc User
    edited September 2013
    I'd welcome a sort of cover mechanic that replaces personal shields. Personal shields should be limited to Special Task Force or Honour Guard armours.

    Protection for regular officers should be in the form of regular armour (but please make it look less like "Mass Effet" and more like something Starfleet would issue. The regular STO uniforms have a material that sort of look like the "combat uniform" from DS9) or deployable shield generators.
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  • kangsinkangsin Member Posts: 64 Arc User
    edited September 2013
    space cover and ground cover be a good choices in some maps like infected the conduit theres no debris to hide behind
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