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Gudadantza

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  1. It is true. Interesting. But in xcom it only aliviated the problem of crossing a corner without watch Because sincerely no idea what was the way xcom choose for trigger surprise. It was almost random. A tactic to aleviate the problem was the use and abuse of smoke bombs, and I say aleviate because the visibility penalty was mutual and not sure. Greetings!
  2. I understand your point. But just a question, Should it be impractical by the lot number of animations? about the animations, an icon over the leaning soldier, as an abstract advice, could make the job. Just for testing purposes it would be the way to have the feature visually in game and see how it works. No much Internal rules should be changed, the mayor change is the AI that is being developed. So Alpha versions are the perfect moment to trying things. When an alien is detected it is detected. If it moves from sight it dissapears. If a soldier detects an alien he stops and gets an advantage possition or, in the worst case depending the alien FOV and distance, he is shot by reacton fire. What a soldier sees is seen by all the team but if the soldier dies the menace can dissapear from sight. I guess all of this is valid for strafing and leaning a corner. Obviously without changing the cover rules in the strafing possition it would be less advantageous than leaning. Without cover change at all in the strafe, the result could be two different and compatible movements to use and choose from. greetings!
  3. Not exactly. The first sight is and advantage against reaction fire, but forget it. Yes, I´d prefer leaning around corners, it would be more natural and tactic. Future will say ( or time will tell, I am not sure about the correct expression ) . greetings
  4. Has the game hills and slopes? I mean, multilevel terrain apart the buildings? Would the terrain blocks be affected and modified by an explosion?
  5. What has been explained is that : turning around a corner should not trigger reaction fire And then has been said : The tile movement may trigger reaction fire but the soldier turning won't. (It has been my fault in my last topic, a confusion between the first and secon turning according to what Khall was saying. but the idea is the same. Al least what I mean originally. one of the movements trigger the fire) Later I have proposed that if this last one assumption is true, strafing a corner (due to lack of animations) can be a new maneuver to move and turn in one step without triggering fire or, as another option, trigger fire but having some partial cover and/or oportunity to be safe. The point is that the reasons to be against these ideas are not the lack of animations or mechanic details, the reason is that it is perceived as a destruction of the game feature; but the AI in game, if I am not wrong, is not complete yet. And all of this has to do with enemy AI too, I guess. Greetings.
  6. Because in this case it would be an interpretation of the leaning feature. Read in order the topic. Of course there is difference. If it has been said the reaction fire is triggered by the second movement, this is, turning the soldier, strafing should be the first movement in the open and the turning in one step but no triggering the reaction fire. I imagine it is done in places where leaning is not allowed. No, seriously, What is not done in real life is to be exposed in the open without watching. I do not agree. I am very happy with crouching and protecting my soldiers behind walls and it does not break nothing in xcom stile games. The games would be worse whitout that features. Too conservatism lacks good projects. Maybe, I can agree, but my point of view is that a game of this characteristics would be richer. You do not consider it, I respect it.
  7. Not seeing who fires the shot is one of the most interesting parts of xcom-like games and there exist a lot of situations like this in which the player tries to be cautous to evade that situation. But if you suspect there is an alien behind a corner and the only way to discover it is getting exposed in the open it is not interesting or intuitive, it is a defect. A bad legacy. Greetings edit: oh, and I forgot. Of course would be a difference between strafe/lean or go in the open: partial cover of the soldier.
  8. Ok, but I see the principal problem is still there. You trigger reaction fire with the first movement blindly, without option to know or defend. If that is the case or must be the case then I consider justice at least some partial cover. And that is the principal sense of strafing or leaning around a corner. Greetings
  9. Are you sure that one tile movement and then turning the soldier does not trigger reaction fire? I mean, should it be different than moving the one tile forward and then one rightwards? If that is true I have nothing more to say except that the supposed gameplay problem I am speaking about would not be a problem. If that is true I can be happy with that part of the game. Greetings!
  10. but that is not the point. I think being shot by a non detected alien is not the same as detect an alien while the soldier is moving. And is not the same exposing yourself in a corner looking at one direction to inevitably exposing yourself while looking at other direction. Of course every feature and animation needs work and a lot of work. But is the game complete yet? Greetings.
  11. I agree with you. So some tweakings should be done as: -The enemy could have the same advantages or disadvantages of the same system. Lean corners. -Or The corner should be relatively safe not 100 per cent safe. -Or Staying in the corner coud be very AP expensive. -Or Staying in the corner could bring accuracy penalties. Or all of them. Lot of approaches or ideas. ----------- But What I really mean is that it is just an idea, a possible solution to the absurd act of making a turn in a corner exposing the body for the sake of an inflexible rule, absurd as was the act of going through a room to open a door. And it wasn´t the nature of a supposed turn based game. For god´s sake if That idea is evil, another solution could be some kind of strafing. At least with that, the movement would be one tile/step sideways but at least looking at the possible menace´s direction. Greetings.
  12. I do not agree at all. nothing to do with the nature of a turn based game. The risks and rewards of a feature could be tweaked and coded if that supposed feature does interest in a game. The soldier looking around the corner could suffer a reaction shot or not, or be with no AP left or not, could be safe and with a chance of shoot down a new objective or not. If that movement needs to be more risky it is coded and tweaked. The nature of a game is programmed. Sorry but the fact of turning a corner in three tiles and being neccesarily exposed by supposed old rules is something I do not understand nowadays. But is an old defect I felt in my favourite games. I just was wondering if this time it could be changed. Nothing more, I am sure I will love this game. Greetings
  13. Yes, that was what I mean. Ok, It is a shame to hear that. My point of view is that the implementation of flexible and intuitive actions like looking around a corner create immersion and realism in a game like this. But the design choosings are inevitable. My great hopes for this gem and Greetings
  14. Do you need to enter in a room to open a door in xenonauts? I guess not, in TFTD it worked with the right mouse button instead of crossing the door to the next tile and getting exposed as in the first game. This is, opening the door without moving the soldier. And about shooting or just looking around the corner I consider there are a lot of options and I´d be happy with any choose. But It could work as a standard AP use: if you have AP´s left, you can shoot. You would have some cover and visuals but maybe less accuracy. Or it could work as a visual feature only, wasting all the AP of the soldier. Greetings.
  15. I mean looking around corners without being totally exposed or without going in the open as you say. The old xcom legacy was too artificial in that sense. As an example I can speak about the doors. In The first xcom you should have to be exposed in the next tile to open the door, in Terror from the deep they changed that. And it was an improvement. The idea of the corners is something similar. Greetings
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