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Old 07-06-2010, 02:28 PM
R@S R@S is offline
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Quote:
Originally Posted by Kyle View Post
Typically, when creates a character, the Parameters are selected and set based on the class that one has selected. With Beta v.3, one cannot adjust the Parameters, and one has to set the skills before one has even selected a class.

Character-creation typically looks like this (that is, if it’s not based on a randomized system, such as Dungeons & Dragons):
(I.) Select class after being informed of what the advantages/disadvantages are, then…
(II.) Set one’s attributes, and finally…
(III.) Set one’s skills.

f the above structure can’t be done, then I advise to supply an informative statement on the Avatar-Selection screen, something along the lines of, “…The classes and their Skill-Sets are… On this screen one may only adjust the starting Skills, but once in-game, one will need to access the Kill Book through the Inventory screen, and from there select one’s class and then be able to adjust Parameters…” This informative statement will help Players avoid undue frustration because they’ll know what to expect as part of the modified process.
Due to engine limitations I can't mod anything before a new game is actually started, and the GUI is hard coded and can't be changed, at least for now. The Parameters distribution screen should load on startup, if it doesn't there might be a problem with your installation. Maybe I should write a better description in that screen, but I like to think that the players are smart people and will figure out how this works pretty fast. And if anyone makes a mistake in the character creation screen, starting a new game to correct it isn't that hard to do.

You were the one asking for more freedom when setting the skills and parameters, are you regretting that already You CAN re-distribute the parameters at the game start, you'll get the "Decrease" option once you've chosen a class. Once you actually decreased a parameter you'll have some points to spend and you'll get the "Increase" dialog option as well. And distributing Skill point s already done in the character creation screen, no need to make one similar to the Parameter start system.


Quote:
Originally Posted by Kyle View Post
I’d also supply where it can be readily seen at least a brief summation of what each Parameter affects, and what each Skill does do/not do. This will help players spend their points with more confidence.
Since I don't know how all the parameters and skills actually affect the gameplay, I only suspect, writing this might make me a liar And I think that if the player has to figure that out for himself, playing this game many times might actually be more fun. But with your help we could create a FAQ so that the player can check what the attributes does and how this new system works. Since I'm the one behind the code, I already know too much and you'll be better at figuring out what questions a new player might have about it.


Quote:
Originally Posted by Kyle View Post
When it comes to displaying current Parameter/Skill levels, I’d supply the level they’re at immediately next to the listed attribute, but before any written descriptions of what it does. For example…
Reaction [78] Influences how quickly one can respond to shock.
Strength [103] Specifies how much can be carried & its impact on speed.
Great idea, and I've already added the number in the dialog screen for all the attributes. The description is not necessary, or at least I think it's not.

Quote:
Originally Posted by Kyle View Post
I’m tired, so I can’t recall for sure if this is being done in the current build; if a Parameter is reduced then those points are made available for only Parameters, and are not shared in any degree with the number of points that are available for Skills. The same is also true vice versa.
Yeppers, that's how it works. But you only get one chance to decrease any parameters and that has to do with creating a character, skills are never decreased since they are already very low(30) and this could cause some serious balancing issues, especially at the beginning af the game.


Quote:
Originally Posted by Kyle View Post
How does Intellect impact the game now that the new system’s in place? I know before that it had a sizeable impact on gaining experience points, but now what does it do/not do?
I think I've mentioned this before, I haven't changed or disabled the old system. One can still train the attributes as before, but with this system one can increase some values that were hard or impossible to train before. The main goal of the BSM is to increase the fun, to me that means more time fighting and less time doing all the other "boring" stuff, like running around on the map with a full backpack

Quote:
Originally Posted by Kyle View Post
In the first town, the Police Station has at least one window that does not behave as if it’s transparent. If you’re looking at the front of the Police Station, it’s the window to the left of the double-door entrance. The enemy can see in, but my avatar cannot see any
thing other than the exterior environment. Am I the only one experiencing this, or…?
Never noticed that myself, but I suspect it has to do with the map meshes and what kind of material the devs used when they made it. And no, nothing can be done about it.


Quote:
Originally Posted by Kyle View Post
Why aren’t boonie hats, berets, head wraps, etc., available in the game?
I guess you'd have to ask the devs, oh wait, you can't Deadhead and the HLA guys made some berets and new headgear, and from what he told me it's a process that requires a lot of time and skill. Altering all the merc head models, editing their AZP archives and a whole lot more. Since I'm only one guy with limited time and no skill in creating/altering 3d objects, I haven't bothered with it.


Quote:
Originally Posted by Kyle View Post
Also, I noticed in the BSM thread that observations have been made regarding how weapons’ attributes are currently set. If the postings are accurate, then it would be nice to address these inconsistencies. It might not be as much of a “headache” as it sounds, especially if awesome mods such as BloodyMoney for Brigade E5 are consulted. BloodyMoney used the terrific work that was done for the superb Immortal Badass mod, and I know that throughout IB’s development there was a lot of attention spent on trying to get the weapons’ attributes consistent and based on real life values. Now the reason why I bring up BloodyMoney first is that the creator of Immortal Badass highly lauded it.
Have you tried the alternative WEAPONINFO_ALT file? Just backup the old WEAPONINFO file, rename the WEAPONINFO_ALT to WEAPONINFO and start a new game. That file uses the work of Incapacitator and is more "realistic" than the vanilla one. But it also make the game so much harder...

I've incorporated both Outsourced mod and Merc Consultant into the BSM source and I've added the option to disable the new class system in the former. To make it fair for those who play with the class system disabled I've increased the preset parameters with an additional 50 points. I'll upload the next version later tonight, now I need a nap, crap and eat

Last edited by R@S; 07-06-2010 at 05:31 PM.
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