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Author Topic: Suggestions: Initiative, shields, and dual wielding  (Read 3294 times)

Elodie Hiras

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Suggestions: Initiative, shields, and dual wielding
« on: August 18, 2012, 12:19:46 am »

Hello!

I noticed one thing while playing LCS: masses of untrained Liberals can shrug off most raids. Just hand everybody a gun, and they can waste several US army squads. So I had an idea, but it would require to track both hands for a character, and to create another mechanic, and I might not be the best game designer, so maybe I am asking something stupid, but here it goes:

How about initiative rolls? Everybody makes an Agility roll, and act in descending order (i.e. highest initiative first, second to highest second, and so on),ties going to highest agility.

Then, creating a new item, the Riot Shield, using a shield skill, based on Agility. When under attack, a character using a riot shield makes a shield roll, and adds half that roll to his half dodge roll. Thing is, someone using a shield can only use one handed weapons (or wield a two handed weapon one handed, along with penalties, high enough to make lower level Liberal unable to hit anything, but high enough so that 15+ skill Liberals can still hit things). Give SWAT riot shields, points in Dodge and Shield, and give them pistols. SWAT Police response should also be using them.

The army, CCS and Agents should be using Ballistic Shields. Ballistic shields should allow users to get a full dodge roll with bonuses dice (not just roll/2) at the expense of an initiative and attack penalty.

Then, add a menace rating to all liberals that increases with every kill, and never goes away. High menace ratings Liberals will make sure that emergency response and raids are against them made up of tougher enemies.

Then, a Liberal could use two guns, two swords, or a gun and a sword, and strike twice in a round with a small penalty. Also, a someone with a riot shield can strike twice, once with his weapon and a shield bash (using the club skill) for less damage than most other weapons.

Riot shields could be given to the squad by Police sleepers, and Ballistic shields by army sleepers.

Because mowing down guys who can't defend themselves with a full squad tends to get boring after a while. Give us Elite Liberals with 1000 Juice and 20 Agility, Shield and Dodge and the ability to mow down hordes of soldiers by themselves. Give us special Arch Conservatives that are the only ones who can even harm our Elite Liberals, so that we have to either risk our Elite Liberal lives or run away. Give us competent soldiers, agents, CCS members and SWAT to fight, instead of lemmings. And give us a healthy bit of Hollywood physics. Please!
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EuchreJack

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #1 on: August 18, 2012, 02:25:00 am »

Well, it would probably be a good idea to not always give the LCS the first opportunity to strike.  The fact that your squad goes before the Conservatives is why a squad of six can gun down tons of foes in site actions.  Dead/crippled Conservatives don't shoot back.

SealyStar

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #2 on: August 18, 2012, 09:51:58 am »

Well, it would probably be a good idea to not always give the LCS the first opportunity to strike.  The fact that your squad goes before the Conservatives is why a squad of six can gun down tons of foes in site actions.  Dead/crippled Conservatives don't shoot back.

Yeah. But I also like some of the other ideas. Dual wielding would probably be hardest to implement (but fun). I also like the idea of a menace rating, so Left McWing, destroyer of all things conservative, can fight fuckin' marines, or super-skilled redneck hunters, while Carlos Muinuevo can fight simple rednecks, police, and the like.
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brainfreez

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #3 on: August 18, 2012, 09:59:16 am »

yeah , once i was attacked by lawyer and 3 death squad officers , all 6 of my squad was gunning the lawyer in arms and legs while the death squad raped us .

edit : i guess it was a lawyer from hell , because he was still living after 6 bullets in both arms .
« Last Edit: August 18, 2012, 10:01:40 am by brainfreez »
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Stalington

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #4 on: August 18, 2012, 03:29:46 pm »

Hey guys, I've been playing LCS for years and I finally decided to get involved in this forum because there's some ideas I think would be awesome to implement but I have yet to successfully program them in. Adding on to the dual wielding and riot shield ideas, I think it would add so much more to the game if we simply gave each creature an extra slot for equipment, this extra equipment could be anything from a secondary weapon such as a pistol or a melee weapon, or a tool used for preforming certain actions or gives boosts to a stat. These things could be the already implemented crowbars and spray cans, or even molotov cocktails.

Other ideas for tools include
Bombs for planting on key areas and you can threaten to blow the place up like threatening hostages, or you can just blow it up regardless.
site specific keys, these would be obtained by sleepers and allow you to breeze past locked doors
first aid kits which increase the chances of healing a comrade on site
Adrenaline that would increase your stats for the remainder of the mission but permanently affect your health
Laptops, for on site hacking and grants bonus to hacking when not on site
Smoke grenades, give bonuses to dodge and sneaking away from a firefight when used

not only would these make combat more interesting they open up new actions that can be preformed on sites, such as bombing or planting drugs on CEOs, hell you could preform an all out heist if a bank location was added.

At the very least it means you can walk around with a crowbar or a spray can and not be completely useless.
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SealyStar

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #5 on: August 18, 2012, 03:38:28 pm »

Yeah, I always though I should be able to bring along more than one weapon/tool per liberal. What if I need a gun to fight, but a crowbar to open up doors?
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tahujdt

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #6 on: August 24, 2012, 06:18:58 pm »

Yeah, I always though I should be able to bring along more than one weapon/tool per liberal. What if I need a gun to fight, but a crowbar to open up doors?
Bring an M16, and use it on the door.
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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #7 on: August 24, 2012, 07:18:12 pm »

Yeah, I always though I should be able to bring along more than one weapon/tool per liberal. What if I need a gun to fight, but a crowbar to open up doors?

While a secondary item is a thing that has been on the list of things the game needs for a long time, a decent strength score will solve the problem of having to choose whether to kill people or kill doors in the mean time, since you'll be able to do both with either item. Strength will let you unhinge doors with a gun and put holes in people with a crowbar.
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brainfreez

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #8 on: August 25, 2012, 04:30:27 am »

Yeah , it would be awsome to dual wield machine guns and magnums or swords , also riotshields should be like hostages , some attacks mistakenly hit them and they degrade after time .
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Neonivek

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #9 on: August 25, 2012, 12:45:01 pm »

Yeah , it would be awsome to dual wield machine guns and magnums or swords , also riotshields should be like hostages , some attacks mistakenly hit them and they degrade after time .

The question is whether it will be a reality check, hollywood law, or both (In both's case it would be that it becomes more viable the more skilled you are.)
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brainfreez

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #10 on: August 25, 2012, 01:31:30 pm »

also if you have 10 shield skill you could use hostages as shields more efficiently .
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Neonivek

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #11 on: August 25, 2012, 01:36:33 pm »

also if you have 10 shield skill you could use hostages as shields more efficiently .

It REALLY isn't the same thing.

Mind you I wonder what Shields would do anyway... since there is already a dodge. (My best guess is that if you are fired upon. The Shield skill determines if you still get an attack or if you are forced behind your shield)

Is there a penelty in the game for multiple dodges in a turn?
« Last Edit: August 25, 2012, 01:38:24 pm by Neonivek »
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brainfreez

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #12 on: August 25, 2012, 03:34:18 pm »

yes
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Neonivek

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #13 on: August 25, 2012, 03:59:02 pm »

yes

Actually that does work with my "Shield skill lets you attack while defending yourself" and shields can have a base chance to defend against attackers and has no multiple attacker penelties.

Give these shields to siegers and they are a lot more effective.
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brainfreez

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Re: Suggestions: Initiative, shields, and dual wielding
« Reply #14 on: August 25, 2012, 04:17:42 pm »

yes.
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