- Joined
- Sep 16, 2023
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My current project is a sort of Final Fantasy VIII-ish kind of thing (not really, but that's the closest analogue and I don't want to open with four paragraphs describing the setting's tech level) where guns and swords are both valid military grade weapons because all engagements begin at like fifty feet away for some reason, nobody takes any cover, but also it takes like twelve shotgun blasts to bring someone down. As flippant as I am about how weird this is, I do want the setting to have put some thought into effective combined arms tactics, and for that I need some status effects. I know how they should work, but not how to actually program them into MV.
So the first pair of effects I want is overwatch and suppression. Overwatch means that any time a player or monster makes an attack, everyone on the other team with a longer range gets to counterattack. Melee characters deal tons of damage, but they're range 0, so if they charge in against unsuppressed enemies, every time they attack they will get hit by every single enemy with any kind of ranged attack. Machineguns and assault rifles are max range, so they can attack with impunity, because even the longest range enemies only ever match their range, never exceed it (and sniper rifles are a whole other thing I will worry about later). Submachine guns and shotguns are in between. A key thing here is that it doesn't matter who exactly you're targeting: If you charge across the battlefield to engage in melee, the guys with machine guns can still open up on you regardless of whether you're charging them or a melee enemy.
You get around this with suppression, which is the specialty of machine guns in particular. A lot of firearms should inflict one round of suppression automatically when they hit, but the Gunner class (and monsters with similar abilities) can spread it around entire enemy teams. Suppression has two major effects: First, it reduces the range of the suppressed creature to 0, so if the entire enemy team is suppressed, your own melee guys can run up and attack with impunity.
Can Yanfly's Counter Control handle this? I see stuff about proccing ally counters in the description on the Yanfly webpage, but does that mean counters can be triggered when an ally is hit, or only when an ally uses a specified skill?
Second, suppression interacts with the shotgun and grenades. The shotgun is very inaccurate at longer range but deadly up close, which I'm modeling by giving it a middling range, but about a 50% miss rate against unsuppressed enemies. Assault troopers with shotguns can trade mid-range gunfire without eating a bunch of enemy bullets like melee units, but you will definitely notice how much less accurate they are when they can't get up close. Similarly, grenades are very inaccurate against unsuppressed enemies, who can run away freely, but much more accurate against suppressed enemies, who either run out into the gunfire and die or stay behind cover with the grenade and die (for simplicity's sake, enemies always choose to stay with the grenade, because that way I can just model the grenade as being way more accurate against suppressed enemies - provided I can figure out how to do that).
I'm hoping there's some overlooked feature or plug-in that people know about that can handle this kind of thing?
The second effect I need to model is armor-piercing. This one's not as complex: If I use the Weapon Skill plug-in to make certain weapons with heavier ammo/blades hit with a formula like a.atk * 4 - b.def - 20, will that effectively reduce the target's DEF by 20 as an absolute value? Or will it subtract 20 from the damage dealt? What's the order of operations here? Will RPGMaker automatically stop DEF dropping to 0 or do I have to do something special for that? It's important that anti-personnel armor piercing like battle rifles and buster swords be capable of ignoring enemy DEF up to about 20 when they attack, as compared to the rocket launcher, which ignores much higher amounts of DEF so it can be used as a dedicated tank killer without one-shotting every other kind of boss enemy.
As an alternative, is there a way to give certain enemies a tag indicating they are big bois and make the rocket launcher have normal accuracy against them but terrible accuracy against everyone else? Then the rocket launcher can ignore all armor, period, and tanks can have astronomical DEF that makes any multiplier besides 0 inadequate, and other weapons can ignore half armor instead, but rocket launchers still won't be the go-to against boss enemies.
So the first pair of effects I want is overwatch and suppression. Overwatch means that any time a player or monster makes an attack, everyone on the other team with a longer range gets to counterattack. Melee characters deal tons of damage, but they're range 0, so if they charge in against unsuppressed enemies, every time they attack they will get hit by every single enemy with any kind of ranged attack. Machineguns and assault rifles are max range, so they can attack with impunity, because even the longest range enemies only ever match their range, never exceed it (and sniper rifles are a whole other thing I will worry about later). Submachine guns and shotguns are in between. A key thing here is that it doesn't matter who exactly you're targeting: If you charge across the battlefield to engage in melee, the guys with machine guns can still open up on you regardless of whether you're charging them or a melee enemy.
You get around this with suppression, which is the specialty of machine guns in particular. A lot of firearms should inflict one round of suppression automatically when they hit, but the Gunner class (and monsters with similar abilities) can spread it around entire enemy teams. Suppression has two major effects: First, it reduces the range of the suppressed creature to 0, so if the entire enemy team is suppressed, your own melee guys can run up and attack with impunity.
Can Yanfly's Counter Control handle this? I see stuff about proccing ally counters in the description on the Yanfly webpage, but does that mean counters can be triggered when an ally is hit, or only when an ally uses a specified skill?
Second, suppression interacts with the shotgun and grenades. The shotgun is very inaccurate at longer range but deadly up close, which I'm modeling by giving it a middling range, but about a 50% miss rate against unsuppressed enemies. Assault troopers with shotguns can trade mid-range gunfire without eating a bunch of enemy bullets like melee units, but you will definitely notice how much less accurate they are when they can't get up close. Similarly, grenades are very inaccurate against unsuppressed enemies, who can run away freely, but much more accurate against suppressed enemies, who either run out into the gunfire and die or stay behind cover with the grenade and die (for simplicity's sake, enemies always choose to stay with the grenade, because that way I can just model the grenade as being way more accurate against suppressed enemies - provided I can figure out how to do that).
I'm hoping there's some overlooked feature or plug-in that people know about that can handle this kind of thing?
The second effect I need to model is armor-piercing. This one's not as complex: If I use the Weapon Skill plug-in to make certain weapons with heavier ammo/blades hit with a formula like a.atk * 4 - b.def - 20, will that effectively reduce the target's DEF by 20 as an absolute value? Or will it subtract 20 from the damage dealt? What's the order of operations here? Will RPGMaker automatically stop DEF dropping to 0 or do I have to do something special for that? It's important that anti-personnel armor piercing like battle rifles and buster swords be capable of ignoring enemy DEF up to about 20 when they attack, as compared to the rocket launcher, which ignores much higher amounts of DEF so it can be used as a dedicated tank killer without one-shotting every other kind of boss enemy.
As an alternative, is there a way to give certain enemies a tag indicating they are big bois and make the rocket launcher have normal accuracy against them but terrible accuracy against everyone else? Then the rocket launcher can ignore all armor, period, and tanks can have astronomical DEF that makes any multiplier besides 0 inadequate, and other weapons can ignore half armor instead, but rocket launchers still won't be the go-to against boss enemies.