Action Point Types

Mapping & modding Fallout Tactics and reviewing maps thereof.
Post Reply
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Action Point Types

Post by requiem_for_a_starfury »

I've been looking at what the different Action Point costs are, it seems a funny way to go about things, I don't know why they didn't just have a blank field or a pull down list of the ap amounts, it would save having to keep looking up my notes when making new weapons.

I've got so far,

H2H Punch 3AP
H2H Jab 6AP
H2H Expensive Punch 4AP
H2H Expensive Jab 8AP
H2H Kick 4AP
H2H Side Kick 4AP
H2H Expensive Side Kick 6AP
Melee Cheap 3AP
Melee 4AP
Melee Expensive 5AP
Ranged Burst 5AP
Ranged Spray 6AP
Ranged Single Cheap 3AP
Ranged Single 4AP
Ranged Single Expensive 6AP
Set Trap 4AP
Throw 3AP
Throw Expensive 6AP

Repair 15AP
Doctor 13AP
First Aid 8AP
Reload 2AP

Anyone know of any others I might of missed, or any case that might affect the AP cost? Other than perks and targeted shots?
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
OnTheBounce
TANSTAAFL
TANSTAAFL
Posts: 2257
Joined: Thu Apr 18, 2002 8:39 am
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland
Contact:

Re: Action Point Types

Post by OnTheBounce »

requiem_for_a_starfury wrote:Doctor 13AP
First Aid 8AP
It seems you were looking at someone w/the "Stat!" perk. The AP costs for FA and Doctor should be 10 and 15, respectively.

I agree w/the AP costs: the designers should have simply had a rollout menu w/costs ranging from 2 AP up to 6 AP for the weapons and then set costs for other actions. I wonder if there are other things at work w/the settings, though, since there are some other factors that come into play when the game determines who gets the first shot. There seem to be hidden "initiative" rolls at work even in CTB since you can sometimes get the jump on someone and then try the same situation and get plowed yourself.

OTB
"On the bounce, you apes! Do you wanna live forever?!"
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Re: Action Point Types

Post by requiem_for_a_starfury »

OnTheBounce wrote:It seems you were looking at someone w/the "Stat!" perk. The AP costs for FA and Doctor should be 10 and 15, respectively.
Damn thanks for spotting that, I'm definately not with it today : )
OnTheBounce wrote:I agree w/the AP costs: the designers should have simply had a rollout menu w/costs ranging from 2 AP up to 6 AP for the weapons and then set costs for other actions. I wonder if there are other things at work w/the settings, though, since there are some other factors that come into play when the game determines who gets the first shot. There seem to be hidden "initiative" rolls at work even in CTB since you can sometimes get the jump on someone and then try the same situation and get plowed yourself.

OTB
It seems a waste of the programer's time to have 4 seperate instances worth 3 APs etc. So yeah you're right, there must be something else going on, I wonder how a gun using the H2H action point types would be affected?
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
OnTheBounce
TANSTAAFL
TANSTAAFL
Posts: 2257
Joined: Thu Apr 18, 2002 8:39 am
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland
Contact:

Re: Action Point Types

Post by OnTheBounce »

requiem_for_a_starfury wrote:Damn thanks for spotting that, I'm definately not with it today : )
I know how those days are m'self. All too well... ;)
requiem_for_a_starfury wrote:I wonder how a gun using the H2H action point types would be affected?
I'm not sure. I haven't played w/the HTH weapons too much yet, since that aspect of my weapons catalogue is still largely theoretical. The only thing I've changed to a non-standard value was that I have grenades set to "Ranged Burst" so that they cost 5 AP to throw rather than 6. (The latter setting made a non-Fast Shot grenadier about as useful as teats on a rattlesnake, IMHO.) I have wondered if this also affects things like critical chances. Problem is that the evidence is so convoluted that the only way we're going to get any hard, fast answers would be if some programer sits down and figures it out, or the boys at MF enlighten us. :(

OTB
"On the bounce, you apes! Do you wanna live forever?!"
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Re: Action Point Types

Post by requiem_for_a_starfury »

OnTheBounce wrote:The only thing I've changed to a non-standard value was that I have grenades set to "Ranged Burst" so that they cost 5 AP to throw rather than 6. (The latter setting made a non-Fast Shot grenadier about as useful as teats on a rattlesnake, IMHO.)
I don't see why throwing a grenade should take more APs than throwing a molotov cocktail or a knife, pulling the pin doesn't take that long and you'd want to get rid of a grenade a lot faster than a throwing knife ; ) Plus you'd need to aim with a knife, dart or throwing star but since grenades are area damage weapons you'd only need to throw it in the right direction.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
Max-Violence
Wandering Hero
Wandering Hero
Posts: 1221
Joined: Thu Apr 18, 2002 4:15 am
Location: In my own personal vault
Contact:

Re: Action Point Types

Post by Max-Violence »

OnTheBounce wrote:or [if] the boys at MF enlighten us.
And we all know how likely that is to happen...

I suspect the redudanct instances of AP costs have something to do with the AP-cost-reducing line of perks and traits, i.e. Fast Shot, Bonus RoF, Bonus HtH Attacks, and anything else I forgot. Perhaps there's a flag in the "AP Cost types" (i.e. Ranged Single Cheap, Ranged Burst, Ranged Single Expensive, etc.) somewhere that tell the perk/trait, "Hey! I'm affected by you! Lower my AP cost!"

Or this is all a conspiracy at MF to confuse all would-be mappers/modders. Of course, what's MF's motive...
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Re: Action Point Types

Post by requiem_for_a_starfury »

Max-Violence wrote: I suspect the redudanct instances of AP costs have something to do with the AP-cost-reducing line of perks and traits, i.e. Fast Shot, Bonus RoF, Bonus HtH Attacks, and anything else I forgot. Perhaps there's a flag in the "AP Cost types" (i.e. Ranged Single Cheap, Ranged Burst, Ranged Single Expensive, etc.) somewhere that tell the perk/trait, "Hey! I'm affected by you! Lower my AP cost!"

Or this is all a conspiracy at MF to confuse all would-be mappers/modders. Of course, what's MF's motive...
Damn why didn't I think of that? Cheers Max.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
OnTheBounce
TANSTAAFL
TANSTAAFL
Posts: 2257
Joined: Thu Apr 18, 2002 8:39 am
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland
Contact:

Re: Action Point Types

Post by OnTheBounce »

requiem_for_a_starfury wrote:I don't see why throwing a grenade should take more APs than throwing a molotov cocktail or a knife, pulling the pin doesn't take that long and you'd want to get rid of a grenade a lot faster than a throwing knife ; ) Plus you'd need to aim with a knife, dart or throwing star but since grenades are area damage weapons you'd only need to throw it in the right direction.
I don't like they way they made the Molotov Cocktail a simple, heavy-hitting Thrown Weapon. It should be -- and is is IOOI! -- a primitive grenade doing Fire damage.

I'd agree w/the realistic argument, and add to that from a game balance standpoint the very high cost of throwing a grenade made them useless for anything but Force Firing them at hiden opponents. (I once took Target after ditching Trevor and immediately returned him to the pool after the first mission. He was very accurate w/the first shot, but the follow-up always came at a point when he was a danger to himself and his companions.) The area-affect property of grenades is compensated for by their very short range, the high cost makes them almost non-viable w/o the Fast Shot trait.
Max-Violence wrote:I suspect the redudanct instances of AP costs have something to do with the AP-cost-reducing line of perks and traits, i.e. Fast Shot, Bonus RoF, Bonus HtH Attacks, and anything else I forgot. Perhaps there's a flag in the "AP Cost types" (i.e. Ranged Single Cheap, Ranged Burst, Ranged Single Expensive, etc.) somewhere that tell the perk/trait, "Hey! I'm affected by you! Lower my AP cost!"
Not bad thinking, Max. Not bad at all! Personally, I would think that they would simply tie AP effects from Traits/Perks to the skill that a weapon mode uses. Then again, I'm not a programmer. (A group of people who are exposed to the classical discipline of Logic and yet seem to suffer from a lack of it. :lol: ) I'm just going to sit here and maintain, "Insufficient data for a meaningful answer." (And eventually get back to bed like I keep telling myself...)

Edit: WTF am I blubbering on about? Max's hypothesis can easily be tested...

OTB
"On the bounce, you apes! Do you wanna live forever?!"
User avatar
PaladinHeart
Strider
Strider
Posts: 747
Joined: Sun Feb 02, 2003 5:28 am
Contact:

Re: Action Point Types

Post by PaladinHeart »

I was reading through this topic and had the same idea as Max but he beat me to it :)

This IS easily tested. Just not exactly important enough to test. I've never really felt like I needed to have the AP cost anything other than what it is. But I may have to balance this later when my campaign is a bit more "playable" (meaning you can do a few missions).

That's a pretty good idea making grenades cost the same as a burst shot. I agree that it shouldn't cost more than it does to fire off a burst.

I also agree about molotovs. I always enjoyed making those things in the early JA games :) I may even implement some way of making them and/or other stuff in FOT.
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

I've just tested it, made a colt 45 which uses H2H Punch and H2H Expensive Punch for it's single and tripple modes of fire. Gave both the test version and the original .45 pistol to a character with fast shot and bonus rate of fire. Only the original pistol's action points were effected when each pistol was equipped.
[TBC]-PaladinHeart wrote:I also agree about molotovs. I always enjoyed making those things in the early JA games :) I may even implement some way of making them and/or other stuff in FOT.
Been meaning to ask, there's a PaladinHeart mod for JA2, not played it yet only just finished the original campaign, are you that PaladinHeart? : )
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
User avatar
PaladinHeart
Strider
Strider
Posts: 747
Joined: Sun Feb 02, 2003 5:28 am
Contact:

RE:

Post by PaladinHeart »

Yes that would be me :)

I made a few more items like a shield unit that absorbs damage. Characters are much harder to kill with those on but they still collapse after long fights. Its kinda neat but I never finished the campaign for some reason so its just a few maps. Probably due to the editor's capabilities and the fact that you kill the same enemy types repeatedly.
User avatar
Max-Violence
Wandering Hero
Wandering Hero
Posts: 1221
Joined: Thu Apr 18, 2002 4:15 am
Location: In my own personal vault
Contact:

Post by Max-Violence »

requiem_for_a_starfury wrote:I've just tested it, made a colt 45 which uses H2H Punch and H2H Expensive Punch for it's single and tripple modes of fire. Gave both the test version and the original .45 pistol to a character with fast shot and bonus rate of fire. Only the original pistol's action points were effected when each pistol was equipped.
So I'm right? MUA HA HA HAAAAA!!! WOOOOORRRRRRRRSHHHHHHIIIIIIP MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!

Oh, and congrats on yer new title! Lookin' good! *thumbs up*
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
User avatar
requiem_for_a_starfury
Hero of the Wastes
Hero of the Wastes
Posts: 1820
Joined: Tue Oct 29, 2002 11:13 am

Post by requiem_for_a_starfury »

Max-Violence wrote:So I'm right? MUA HA HA HAAAAA!!! WOOOOORRRRRRRRSHHHHHHIIIIIIP MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!
I knew I should of kept those results to myself. : )
Max-Violence wrote:Oh, and congrats on yer new title! Lookin' good! *thumbs up*
Cheers MV, if you want to see what I've been working on for the last couple of months head over to the graveyard.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Post Reply