It's me theorycrafting again
Promise, last time for a while now.
So, I had a suggestion how to save EN, I stick to that for now, time to "save" IN and CH.
IN:
I suggest a "slight" change: Critical shots to the head, should daze the target as well, beisdes/instead of knocking them unconscious. Dazed targets would have hard time recognizing friend from foe. (Change awareness tooltips and animations to some random critter of everyone visible) Also there should be a Dazed duration, measured in AP, under which the char will take random actions, shooting nearby teammates, walk around, drop everything on the ground etc. The IN would be used for save roll vs this effect, and also would reduce the duration of Dazed. I know, this is hard work, but well, this is my idea, so I dumped it here as everyone else
(Let's say for example, the player getting dazed has 6 IN and the attacker had 5 LK. So, (considering some random formula for now) after a head crit, Roll(1-10)+LK-IN would be the AP's used for random commands, which if the player can't use for anything, then it will move around random direction. Let's say he gets a 5 AP daze and will shoot someone randomly with a pistol and move 1 hex. If the char had 10 total AP, then he can finish his round with 4 AP left. After that, he wouls see for 5 turn different animations for the enemy players, critter around him, until the Daze works off, just for the kicks
(Daze could be an effect in the whole Head crit table, where knockout, comes in leater and the Daze will take effect only when the character get's up)
CH:
The solution is simple, yet again, from coding part it could be tedious. AI controlled targets, would shoot lower CH chars first, and focus to a degree on them. Somehting like if normally mobs will spread their attack targets between all Players if they have the same CH, however they would stack on players who have lower CH, and the CH would determine the ratio of the stack. Let's say someone has 1CH in a random encounter and a player joins the encounter with 3CH. In this case if there are 10 mobs, then:
the first 3 mobs would attack the first players(1CH + 3 mobs = 4 agro value on first player, with 3 of it being a mob.),
the 4th mob would attack the second player(3CH + 1 mobs = 4 agro value on second player as well, but with only 1 mob),
the 5th mob would attack the first player(1CH + 4 mobs = 5)
the 6th mob would attack the second player and so on.. thus making lower CH chars focused.
If the above is too complicated, then a Roll should be made, for simplicity, where CH is used for bonus.
While this seems to mean little to nothing is most PvP situations, considering the game course toward more teamfights with NPC's as well, (because what else can u add as content?) this might matter. For random encounters, sure it will. Jumping someone fighting rogues, and getting 2 rockets right away is quite fun.
For bonus:
- the Dazed effect, would make the player attack the lowest CH player in sight.
- this CH method could be used for PVE as well, for TANKS to have low CH and other DD roles have a bit more, similar to WoW agro keeping with tank skills. (exploitable, but counter measures can be used.)