Jump to content

int3gral

Members
  • Posts

    1
  • Joined

  • Last visited

Reputation

10 Good

Converted

  • Location
    Tbilisi, Republic of Georgia
  1. +1 Great idea, thank you! Jagged Alliance 2 style would be great to start from. Rough examples: Reflex attribute defines the possible range of "hearing" and pinpointing the moving enemy. Poinpoint would show only the final stop point of the moving object, for example. If the object leaves "hearing range", than no notification should pop up at all. Imagine a person standing behind thin wall and other person approaching to the wall from the opposite side. The listener starts to hear the noise of steps and when they stop, person assumes it is the position where the walking person stopped or went stealth. One issue arises in this case. The thikness of the walls will be to difficult to consider. So to keep the balance, the detection range should not be large, maybe just several tiles (5-6). Each alien race may have "detection modifier". Rough example: Sebillians and reapers have +2 tiles to this range, because of being cumbersome, but harridan may have -2 tiles modifier. Androns made much noise with their steps in Vanilla, so they also may have big "plus" modifier. Gameplay example of usefulness: recon hears a noise nearby, and machinegunner or armored vehicle pours projectiles to destroy or supress enemy. Would be quite handy, I had lots of such situations lately. Counterdetection (stealth) can also be calculated from Reflex stat or even be fixed (only race specific bonus would apply). Just rough speculations here, pardon. CE, compared to Vanilla, has more "idle" aliens, they tend to walk much less, than they used in Vanilla. It's not bad, it's good, they make fewer useless movements, which makes there detection more dangerous, overall it increased the difficulty for me personally, especially during UFO assaults and any other CQB maneuvers. Spotting foes with hearing would be benefitial to compensate that.
×
×
  • Create New...