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Showing content with the highest reputation on 06/27/2018 in all areas

  1. I'd love to have a separate deathmatch game mode. Online would be amazing, but I would gladly take a simple hot seat system as well.
    1 point
  2. I'm also for getting rid of hidden movement screen, if not completely, than at least in-game option to remove it.
    1 point
  3. I also think it's jarring to see the screen pops on and off. And as I now often play without sound, I can't hear any suspension. I would say sliding or greying out the UI is good enough to indicate alien turn. XCOM 2 did a good job for me by centring on and temporary reveals the dying civilian that would otherwise be hidden. In Xenonauts I guess we can expand it to include hidden firing civilians too, which would helps build the sense that they are fighting too.
    1 point
  4. Seems like what you're saying is that there should be arm points (what you call action points) and leg points (movement points). I've been mulling this over, trying to figure out how it would work without requiring the player to do two parallel sets of arithmetic for both movement and actions because it sounds like a neat idea and because I like your cinematic reference . Introduction. Let's start with the simplest solution: every soldier gets as many arm points as he does leg points. Say Mr. Connery starts with 60 points per turn, and that firing a shotgun takes 20 arm points and 0 leg points because he can fire while walking. If he stood completely still while firing and reloading, then each shot would take 20 arm and 20 leg points. And if he did something like shoot while still, but walk while reloading, then each shot would consume 20 arm points and 10 leg points. Now, even if Connery can fire while moving, he is still not allowed to spend all of his arm points before he uses a single leg point. The reason is because his arms and legs are bound in spacetime. In the director's cut where he spends all 60 arm points and THEN spends all 60 leg points, his upper body is hovering in place firing shots while his legs are walking down the hall to greet the mafioso with a swift kick to the crotch (sadly, this version of the film was never released). Rules. Putting this all together we derive three rules. I'll go back to calling arm points as action points (AP) and leg points as movement points (MP). Both AP and MP are expressed in time units (TU). Actions always consume AP, and they can also consume MP if the action would impair motion, but consumed MP <= consumed AP because the action encompasses the movement and not the other way around. At any point, AP <= MP. AP can never exceed MP because this would mean that the soldier's upper body would be effectively lagging his feet. To perform an action, AP == MP. This is the corollary of rule 2. If an action were to be performed when AP < MP, this would mean that the soldier's upper body would be jumping ahead in time before his legs could have caught up (or to put it correctlier, that he is performing the action at point A when his body is located at point B) Example. Every soldier now has an AP bar located right under the MP bar. Let's say a soldier starts out at full AP and MP. He is ordered to move somewhere, and as he walks along, his AP and MP decrease in unison as per rule 2. He sees an alien and takes a shot, which he is allowed to do because AP == MP as per rule 3. He shoots a quick shot which misses, and some AP but no MP is consumed, so now AP < MP. Now he runs to find cover, and as he does, his MP decreases. He finds cover and lines up a second shot, but still, AP < MP because he didn't walk very far to find cover. However, he wants to shoot from this position, so the game forces him to dump excess MP so that AP == MP, thereby allowing him to take the shot as per rule 3. This time, he takes a fully aimed shot that costs MP equal to AP (which is allowed as per rule 1). The turn ends with his AP == MP (although it would have been legal to end his turn with AP < MP, because ending a turn is not an action). Comments. We have a third bar for action points in addition to those for hit and movement points. But I think it would be easy to get the feel of the action point system after a few battles because of how the time unit bars tick down in real time as the soldiers walk along. However, because one turn's worth of time is scaled differently for each soldier according to his MP, that means a rifle shot is going to take proportionally more AP for a more experienced soldier, and we really didn't solve that problem. So I don't know if it's worth the extra complication.
    0 points
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