I don't know if this is possible with the current fonline engine, but i was thinking about the whole RT and TB problematic.
And that there is a big difference between characters that are used in RT and TB.
The problem i see in RT right now is the following thing:
Guy No.1 with 14 ap and a 3ap attack (singleshoot weapon) fight against a guy No.2 with 7ap and a 7ap burst weapon.
Guy No.2 can use his 7ap instanly (and his ap start to regenerate)! The guy no.1 will need several seconds till he used up his ap!
When guy No.1 depleted his ap, Guy No.2 will have already 3-4ap regenerated!
How can this be? The 14ap guy should use his 14ap as fast as the 7ap guy is using his 7ap!
The whole problem here is the animationtime! It is always the same amount of time!
No matter how much AP you can have or how much ap an attack cost.
That is really unbalancing the whole RT thing!
That's why i had this idea:
1st idea:In RT nothing will cost AP. Instead all animations need more or less time.
How much time is needed depends on the ap a char. got and the ap-cost of attacks (or "use-stuff" like mining)
Explanation:
Normaly you need 5 secs till you restore your AP completly.
So lets think in classic Pen&Paper rounds:
A "Round" in FOnline = 5 sec.
So you should only use as much ap in 5 sec as you can regenerate in those 5 sec.
For example:
If you have a char with 20ap and make an 2ap action you attackanimation will need 0,5 secs. (so you can preform 10 attacks in 5 sec)
A char with 1ap will need 10 sec to preform a 2ap attack.
A char with 10 ap and a 7ap burst-attack, will need 3,5 sec to preform his burst attack.
A char with 7ap need 5 secs for such a burst attack.
2nd ideaSOOOOO.... if i have this "Animation time system" without any AP-Usage in RT we can manipulate it effects with the "sequence" attriubte.
I think the max. sequence is right now "27" (+20 from 10 PE, +5 Kamikaze; +2 Early Sequence).
and the min. sequence is "2".
If i starting an attack that has now a 5 sec animation (because i have 7ap and i making a 7ap attack) when should the effect of this attack
will be triggered???
Should the damage happens when the attack animations begins? Should it happen when the attack animation is finished?
Lets the sequence decide it!
When you have the lowest possible sequence (2) the effects of your actions/attacks will allways happen at the end of the animation.
But if you got the highest possible sequence (27) the effect will happen after 50% of the animationprogress is done.
Example:
A char has a seuqence "2" and is using an 5sec attack in RT.
The Damage of this attack will be triggered at the end of the animation (so after 5 secs).
But when he got a 27 sequence it will happen at 2,5 sec (50% earlier).
He still need another 2,5sec to finish his attack in which he can't move or do anything else. But he already triggered his damage at 2,5 sec.
Sorry for my bad english. If you can't understand me because of that, just say it so. I will try to fix it