This is not something OpenMW should try to do, because you can already download the Accuracy mod and play with it. Essentially the toggle switch is installing the mod. http://www.nexusmods.com/morrowind/mods/23746/?
Now I believe that when the big dehardcoding arrives and stats get dehardcoded, you can make a more proper accuracy mod, keeping all of the associated stats relevant. Currently with the accuracy mod the accuracy on agility, skill level and luck does not contribute to combat strength. As such, they lose much of their usefulness, if not all of it. But with dehardcoding, the following mod could be made:
Skill level (accuracy) -> Skill level (accuracy constant 100%, damage)
Agility (accuracy, dodge, stagger resist) - > Agility (speed, acrobatics, stagger)
Luck (accuracy, nearly everything) -> Luck (random*damage, stagger resist, nearly everything)
There is the problem that the stagger mechanic isn't balanced around always hitting. What happens when you hit someone, is that they go into this jerk animation which keeps them from doing anything else. And consistently striking them keeps them almost permastaggered. Perhaps making the stagger resistance greater on agility, luck, and adding it to willpoer would solve this issue.
Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
No, not at all.DestinedToDie wrote:you can already download the Accuracy mod and play with it. Essentially the toggle switch is installing the mod. http://www.nexusmods.com/morrowind/mods/23746/?
I think sonicboom meant the alternative to dice roll system to work like Oblivion and Skyrim; e.g. weapon skill affects weapon damage, not chance to hit; alchemy skill affects power of potions but not chance to boil it, etc.
Accurate attack though "toggles off" the meaning of skills and attributes altogether, so there's no sense in increasing them.
shitty lingua anglica grammar ftw
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