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Aaron

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Posts posted by Aaron

  1. I don't agree that either of those issues are any better with the current system. Under both the current system and the suggested one you can move your soldier right to the edge of their AP reserve limit/coloured AP grid area and be left with not enough AP to do what you wanted. The hard stop enforced by the AP reserve is rarely useful, as the player does not know how much AP they will need to turn/kneel/aim on reaching their destination. That's not ideal, but really a separate issue.

    The only intention of the suggested coloured AP grid system is to improve the flow of gameplay, by removing unnecessary clicks and the unintuitive individual AP settings.

    There are also two variants of the suggestion I would like to outline:

    2-click:

    The coloured grid is only shown when the mouse cursor is over a soldier. When a player clicks to set a move target it draws only the colour coded path (i.e. the solid blocks in the above image). Slower, but looks nicer and is harder to make mistakes.

    1-click:

    Show the coloured grid at all times. A single click anywhere in the grid moves the selected soldier to that location. Faster, but more visually intrusive and easier to make mistakes.

    In an ideal world I would suggest the two methods described above could be implemented and toggled in the options, with 2-click (safer, prettier) being the default.

    Additionally it could be very useful to display the AP grid for any player unit you mouse over - this would make coordinating squad movement so much easier and quicker (i.e. if I move my current Xenonaut here which of these guys can move to cover him?)

  2. Having played a bit with the little Android based Xcom alike Xenowar (http://xenowar.net) and it strikes me that their implementation of the AP reserve user interface is a fair bit more elegant than the current one in Xenonauts.

    You can see how it works in the first screenshot on this page: http://xenowar.net/screenshots.html

    Essentially it draws a coloured grid around the selected soldier, the colour of each tile representing the the units ability to fire / remaining AP when it reaches that tile i.e. green = auto shot, orange = snap shot and red = none.

    This approach totally eliminates the fiddly AP reserve settings and immediately shows the player if they can reach a certain tile without them having to click around looking for a that sweet spot. Adopting this system could significantly improve the flow of this basic game system.

    I made a quick mockup of how this could look in Xenonauts below, with X representing the current soldier location and Y representing the clicked on movement target:

    XenoAPexample.png

    I'm interested to hear peoples thoughts - I suspect this system may not be original to Xenowar, but can't remember seeing it elsewhere.

    As an aside; are there any plans to implement multi-turn moves? I have a feeling these might not be in because of complications under the hood with destructible terrain and such, but it would be very useful when you have that one chap on the other side of the map from everybody else and just want him to run back with bothering you every turn.

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