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13th April 2020, 05:55 PM
Since Damen's been airing me on my suggestions, I thought It'd be better to share with the community how I think OldCP combat can be effectively fixed permanently. This, however, won't be a solution if it isn't added in its entirety- or if it's half-made. I think OldCP combat has become too problematic now because of the buffed health, overpowered weapons, and the overall system that's come to be after years of not recognizing its flaws. Nonetheless, I've thought about this for a while and I think using this system can fix it. Essentially, there's 2 major things that need fixing, Weapons & Health. I'll break down what needs to be fixed for each.
Weapons:
The first thing to do is to implement a class system. This system would put all swords under 4 major classes, pistols under 2 major classes etc. I think this is useful because the variability of weapons right now is just tedious to deal with, and also unbalances the game heavily.
For swords, I suggest these four classes:
- Normal (100% of the damage of a normal sword)
- Strong (115% of the damage of a normal sword)
- Lightsaber (125% of the damage of a normal sword)
- Buffed Sword (150% of the damage of a normal sword)
This would make all the weapons in the same classes have consistent attack damage, which would make swordfighting more predictable (but better).
For pistols, I think two classes are good enough:
- Normal (100% of the normal pistol damage)
- Buffed Gun (150% of the normal pistol damage)
Another thing that I believe is necessary is to remove these random "create requests" that provide an advantage. Thus, I propose to remove any weapon that is not easily accessible to anyone, which includes (But not exclusive to): Air strikes, electrocution, and anything else. They are for sure cool items, but they should not bring people an advantage because they paid their way to power. I do think that people with create items should be compensated if this actually is implemented.
Health:
I think the first thing to do is remove all forms of invincibility, as well as nerf invisibility so that it can't be used for a long period of time (e.g. make it 5 seconds max with a 3 second cooldown or something). In addition, everyone's health should be nerfed to fall under another set of classes. This is because, simply, fighting with a lot of health is unfair, especially for people who haven't spent $500 on create.
For the health class system, I think it should follow this:
- Normal (100% of a user's normal health)
- Armor (110% of a user's normal health) - E.g. when they use /safety or brute armor
- Medkits + Armor (115% of a user's normal health)
- Buffed Health (125% of a user's normal health)
Another thing I think should be reworked is the death system. The problem with death is; it's too consequential for a penguin game. I think I have a simple solution so that combat is fair, while not cheating people out of their accounts.
- If a user dies, they will be revived in a week automatically
- If a user dies during war, their weapons will be confiscated, but nothing else.
With that being said, I've noticed people love to relogin while fighting (which I've done before). I think it's okay, but it just simply drags on fights for too long. Instead, along with the revival after a week, I suggest a Blood-loss system to counter this.
- If a user logs off while being in combat in the last 15 minutes, a blood loss clock begins
- This means that while the user is offline, for a maximum of 1 hour, they will lose 1 percent of their health per minute.
- A users health can only regenerate after being without combat for 24 hours
- Temporary heal blood loss: If a user is online and another user "/patch {User}" they will not lose blood while being online. However, if they get in combat and log off again, the blood loss will begin.
Conclusions
While I think these ideas will fix every issue OldCP has with combat, I severely doubt anything will happen to fix the problems that exist currently . Still, I think it's a good idea that's worth sharing. What do you think?
Weapons:
The first thing to do is to implement a class system. This system would put all swords under 4 major classes, pistols under 2 major classes etc. I think this is useful because the variability of weapons right now is just tedious to deal with, and also unbalances the game heavily.
For swords, I suggest these four classes:
- Normal (100% of the damage of a normal sword)
- Strong (115% of the damage of a normal sword)
- Lightsaber (125% of the damage of a normal sword)
- Buffed Sword (150% of the damage of a normal sword)
This would make all the weapons in the same classes have consistent attack damage, which would make swordfighting more predictable (but better).
For pistols, I think two classes are good enough:
- Normal (100% of the normal pistol damage)
- Buffed Gun (150% of the normal pistol damage)
Another thing that I believe is necessary is to remove these random "create requests" that provide an advantage. Thus, I propose to remove any weapon that is not easily accessible to anyone, which includes (But not exclusive to): Air strikes, electrocution, and anything else. They are for sure cool items, but they should not bring people an advantage because they paid their way to power. I do think that people with create items should be compensated if this actually is implemented.
Health:
I think the first thing to do is remove all forms of invincibility, as well as nerf invisibility so that it can't be used for a long period of time (e.g. make it 5 seconds max with a 3 second cooldown or something). In addition, everyone's health should be nerfed to fall under another set of classes. This is because, simply, fighting with a lot of health is unfair, especially for people who haven't spent $500 on create.
For the health class system, I think it should follow this:
- Normal (100% of a user's normal health)
- Armor (110% of a user's normal health) - E.g. when they use /safety or brute armor
- Medkits + Armor (115% of a user's normal health)
- Buffed Health (125% of a user's normal health)
Another thing I think should be reworked is the death system. The problem with death is; it's too consequential for a penguin game. I think I have a simple solution so that combat is fair, while not cheating people out of their accounts.
- If a user dies, they will be revived in a week automatically
- If a user dies during war, their weapons will be confiscated, but nothing else.
With that being said, I've noticed people love to relogin while fighting (which I've done before). I think it's okay, but it just simply drags on fights for too long. Instead, along with the revival after a week, I suggest a Blood-loss system to counter this.
- If a user logs off while being in combat in the last 15 minutes, a blood loss clock begins
- This means that while the user is offline, for a maximum of 1 hour, they will lose 1 percent of their health per minute.
- A users health can only regenerate after being without combat for 24 hours
- Temporary heal blood loss: If a user is online and another user "/patch {User}" they will not lose blood while being online. However, if they get in combat and log off again, the blood loss will begin.
Conclusions
While I think these ideas will fix every issue OldCP has with combat, I severely doubt anything will happen to fix the problems that exist currently . Still, I think it's a good idea that's worth sharing. What do you think?
"Behind this mask there is more than just flesh. Beneath this mask there is an idea... and ideas are bulletproof." -V
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13th April 2020, 06:04 PM
pretty certain you can request for any weapon and just get it at this point or pay your way in to it, and half the users armed are either unranked or just randomly use their op weapons and other things such as invisibility whenever they feel like it because they've spent 1000 bucks on create
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IKEA Swedish Meatballs
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13th April 2020, 06:25 PM
This is all really well thought out! The blood loss system is a clever way to go about the attrition problem. The death refactor you outlined would also be very welcome, especially for when innocents die. Ideally, this would be done automatically by the game systems to reduce the workload on the administration (and/or whoever else handles revives).
B19 BOY
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13th April 2020, 06:32 PM
The bloodloss idea is spectacular, if this is implemented into the game it will ensure that people actually stay on fight to the end rather than fleeing and re logging in for health re-generation. May I suggest for the blood loss system, your penguin's speed becomes slower, your defensive reflexes become slower when you come back and your health is a bit low.
By reflexes becoming slower this would indicate that your blocking becomes slower, like... lets say an opponent has combat logged, they return and they're abit low HP-Wise, their speed is slow, whenever they try blocking sometimes their blocks don't become PERFECT, which means they'd take damage from non-perfect blocking due to their blood-loss and tiredness, adding onto the tiredness their penguin would also become a little bit pale due to that.
By reflexes becoming slower this would indicate that your blocking becomes slower, like... lets say an opponent has combat logged, they return and they're abit low HP-Wise, their speed is slow, whenever they try blocking sometimes their blocks don't become PERFECT, which means they'd take damage from non-perfect blocking due to their blood-loss and tiredness, adding onto the tiredness their penguin would also become a little bit pale due to that.
Not Picasso
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13th April 2020, 06:34 PM
Hashir wrote on 13th April 2020, 05:55 PM:
Since Damen's been airing me on my suggestions, I thought It'd be better to share with the community how I think OldCP combat can be effectively fixed permanently. This, however, won't be a solution if it isn't added in its entirety- or if it's half-made.
Very innovative ideas Hashir. Let's hope these suggestions don't go over Damen's head and collect dust
Koba
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13th April 2020, 07:20 PM
This are really cool ideas and i hope i can see them one day in game. I think they will really show more the skills of every player and will make the fights far more interesting and realistic.
The only down for ME is that since my penguin is almost fully related to cz Im a really easy target now in war and im not able to do anything. My only allies beside 2 shinobi players are cz which are rarely on to help or just give me instructions. So in the moment of a fight or war against an Empire, Military or Island ill basically be alone against a whole army without being able to fight, or fight one but then getting rekt by the rest. It was seen before in the war of Dorval vs PLA. I fought the PLA for a while and i could do stuff but Im a ninja not a soldier, i don't have nukes, sniper, grenades, AK 47 or anything like that. When PLA got redmiles i was basically useless i could just threw ninja stars. And with the blood system without being able to relog im going to get killed instantly lol.
As i said before i like A LOT the ideas but that will also mean a goodbye to some cz just like this one. I would love to keep it up by i don't think even if i had 100000 database hp i could fight an army by myself. Ill just get nuked. And even if i get an army of ninjas our blades and stars don't make up for grenades, nukes and present day weapons xd
The only down for ME is that since my penguin is almost fully related to cz Im a really easy target now in war and im not able to do anything. My only allies beside 2 shinobi players are cz which are rarely on to help or just give me instructions. So in the moment of a fight or war against an Empire, Military or Island ill basically be alone against a whole army without being able to fight, or fight one but then getting rekt by the rest. It was seen before in the war of Dorval vs PLA. I fought the PLA for a while and i could do stuff but Im a ninja not a soldier, i don't have nukes, sniper, grenades, AK 47 or anything like that. When PLA got redmiles i was basically useless i could just threw ninja stars. And with the blood system without being able to relog im going to get killed instantly lol.
As i said before i like A LOT the ideas but that will also mean a goodbye to some cz just like this one. I would love to keep it up by i don't think even if i had 100000 database hp i could fight an army by myself. Ill just get nuked. And even if i get an army of ninjas our blades and stars don't make up for grenades, nukes and present day weapons xd
Daymen
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13th April 2020, 07:24 PM
Pingu17174 wrote on 13th April 2020, 06:39 PM:
Adding onto my post : When someone combat logs it DOES take a bit of health and if they continue to do so their blood loss speeds up quicker, leading them to experience a swift death.
Yes! Got to find a moment to do this.
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13th April 2020, 07:48 PM
Damen wrote on 13th April 2020, 07:24 PM:
Quote:
Pingu17174 wrote on 13th April 2020, 06:39 PM:
Adding onto my post : When someone combat logs it DOES take a bit of health and if they continue to do so their blood loss speeds up quicker, leading them to experience a swift death.
Adding onto my post : When someone combat logs it DOES take a bit of health and if they continue to do so their blood loss speeds up quicker, leading them to experience a swift death.
What about the rest of the stuff in the main post?
"Behind this mask there is more than just flesh. Beneath this mask there is an idea... and ideas are bulletproof." -V