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7,62 Tactical action game, sequel to Brigade E5

 
 
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Old 06-30-2010, 07:57 AM
R@S R@S is offline
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I stayed up too long last night and coded some more, the leveling up system is now complete. Now comes the next stage, deciding when the leveling up should happen. I though locking it to the CGL would be the easiest way to go, but have changed my mind. I think it would be best to tie it to the killcounter which is independant from things that might cause problems. Here's my preliminary thoughts:
lvl 1 Kills 20 (+20)
lvl 2 Kills 50 (+30)
lvl 3 Kills 90 (+40)
lvl 4 Kills 150 (+50)
lvl 5 Kills 210 (+60)
lvl 6 Kills 280 (+70)
lvl 7 Kills 360 (+80)
lvl 8 Kills 450 (+90)
lvl 9 Kills 550 (+100) //Maybe all the next level ups should be at a 100 kills?
lvl 10 Kills 660 (+110)
lvl 11 Kills 780 (+120)
lvl 12 Kills 910 (+130)
lvl 13 Kills 1050 (+140)
lvl 14 Kills 1150 (+150)
lvl 15 Kills 1310 (+160)
lvl 16 Kills 1480 (+170)
and so forth.
This can go on until all attributes has reached their limit, the player can keep leveling up as long as he keeps killing.

Now I need to check where the attribute cap for the skills are, I know that the hearing cap is at 200, but where the rest of them are I have no idea.

As it is now, the player will get 5 points to spend at every leveling up, and he can save point for the next event. I had a though that I could also add a point if the player completes a specific mission, or place a few easter eggs that will give a point. I also thought of giving the player a chance to get another point by having a small bonus mission on the level up screen, but I'm to busy for that and it would take too lang to make all those new missions.

outsourcedINI is a mod guineapig made, check your 7.62\ini\ folder for a outsourcedconfig.ini file for more info. It makes a few hard coded setting open to adjustments

EDIT: I did some quick testing and it seems that the cap is much higher than I first thought. Check this out:

But since the stats are too high, it does some weird things to the game. The amount of time it takes to raise and shoot is acually a negative number, like -2.14 seconds. Look what happens when I select single shot "shoot until dead":

Since shooting is now a negative number, it fires 100 shots in less than a second. Talk about a hail of bullets

Last edited by R@S; 06-30-2010 at 08:46 AM.
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