Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

Suggestion Agility needs to be overhauled.

Wraygun

Former Headcop
Joined
Sep 21, 2020
Messages
549
Agility was a useful attribute during the time where TBC existed. However, this is no longer the case, TBC is entirely removed in favour of S2K.

Agility affect your character's speed levels, and while you can get away with 20 levels in speed from the get go, I find this rather underwhelming, because the same speed levels can be farmed through just running. Something which, as a cop, you do plenty.

But what about the citizens. Is it worth investing in a stat that only makes your character go slightly faster, and waste attribute points into it? It isn't.

So, here is what I propose.
Agility should affect the speed of your actions. To give a few examples where this is actually useful:
1. The speed at which you tie somone with zip ties get sincreased.
2. The speed at which you repair your armor gets increased.
3. The speed at which you apply medical items to yourself gets increased. Medical does get a minor level boost from agility, would make perfect sense for me.
4. The speed at which your character performs repairs (useful for CWU players that repair malfunctions, I don't think anybody wants to sit 5 minutes infront of a prop and watch a red loading bar be filled). Not a big deal, but it's certainly a neat QoL change.
5. Agility should still boost your speed levels. This should stay.

I think the list could actually go on, but I can't think of more examples right now. Point is, agility is borderline useless and barely affects gameplay. I think the points above are a good start to brainstorm ideas.


Off-topic: I just noticed that weapon repair kits repair your weapon instantenously. Perhaps this can be changed, and have it take some form of delay, a timer. The more agility, the shorter the delay.

tl;dr: make weapon repair kits work the same way as armor repair.





 
Agility and the general 'speed' skill does need an overhaul. Its current effect, a speed increase, rarely works consistently, and this had led to numerous scenarios where a character that would've been caught would get away due to this buggy system. It conflicts with several other speed-altering mechanics, (zipties, hot and cold system, etc.)

The system should be expanded to more than just 'speed'. It should include dexterous activities as well to increase the general appeal to players outside of S2K usage.

The skill could affect how fast you search trashbags, etc, changing a ten or fifteen second process into four or five seconds.

It could change or increase your maximum fatigue level and recovery to demonstrate your characters increased endurance.

It could affect how long it takes for you to raise a weapon, melee and guns included.

One thing that I think we need to avoid though is having the server be too biased towards characters with high skill levels, but I'm glad attention has been drawn to this issue.
 
Can't play willard anymore. We got level 50 speed trashbag sweats. To think Keim Rider was bad.
 
3. The speed at which you apply medical items to yourself gets increased. Medical does get a minor level boost from agility, would make perfect sense for me.
The speed at which you apply medical items to yourself should be increased if tied to medical skill, it makes sense to associate faster application times with higher skill levels.
4. The speed at which your character performs repairs (useful for CWU players that repair malfunctions, I don't think anybody wants to sit 5 minutes infront of a prop and watch a red loading bar be filled). Not a big deal, but it's certainly a neat QoL change.
Linking repair speed to the Crafting skill would make this a meaningful quality-of-life change, rewarding players who specialize in maintenance.

Player Movement Speed

The current player running speed feels too fast for an RP environment, making the game pace feel awful. Additionally, strafing, jumping, and crouch spamming during combat is overpowered, especially agaisnt players with lower frame rates who are unable to keep up.

Momentum Changes (Slowing Down on Being Shot)
A key issue is how players can absorb bullets and still run at unrealistic speeds. For example, shooting an unarmored citizen only to have them equip their fists and sprint away at Mach 20 feels cartoony
introduce a mechanic where being shot temporarily slows down someone. This would prevent players from strafing or running circles around their opponents during combat.

  • When shot, the character’s speed is reduced instantly (to a fixed value or a percentage is applied to the current speed).
  • This slowdown gradually wears off over time, allowing the character to regain full speed after a set duration of milliseconds.
  • The slowdown effect resets with each new shot but does not stack to avoid over-punishment.
This change would add realism to gunfights, reward accuracy, and discourage the issue of strafing and crouch spamming.
 
Back
Top