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odizzido

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Posts posted by odizzido

  1. Cool, sounds like good progress is being made :)

     

    And yeah it's hard to balance autoresolve I imagine. I am one of those people that ends up wanting to use autoresolve as once I've done a number of air battles it feels more tedious as they always go the same way and it's just a solved problem. If you make autoresolve too weak then you end up being forced to play parts of the game you don't enjoy....if you make it too strong then the game gets easier beyond your ability/gear.

     

    I wish I had a good suggestion....maybe making it so that autoresolve follows the player skill or something. For example if someone completes two air combats against a certain encounter and takes let's say 20% damage then the autoresolve could complete those encounters with that result +/- 10% or something....that sounds like a lot of work to track though.

     

    The other option is to display the odds of the autoresolve. So for example a player has an encounter which displays 100% success and 20-40% damage taken. Maybe another encounter has a 90% chance of success, 80-100% damage taken, and a 10% chance of failure. That way the player knows which battles to manually play which could reduce the tedium.

     

    edit---------

    There might need to be a second option for autoresolve too though, that being to be safe. For example if you launch two groups of planes at one target the first could launch long range missiles at the main target to weaken it then withdraw.

     

    Maybe the autoresolve could have a couple options.

    Option 1 would be 50% chance of success, 90-100% damage taken, 50% chance of failure.

    Option 2 would be 0% chance of shooting down the UFOs, 50-60% damage done to the UFOs, 0-10% damage taken, and 100% chance of retreat.

     

    These would depend on the weapons of course. Short range weapons could increase damage done but also reduce the chances of retreat or increase damage taken.

     

    Anyways I haven't really played much of the game so I don't know how well any of this would work, but maybe the ideas were worth reading.

  2. I love the idea of custom settings for difficulty :) If it's easy, could you have an option to just turn achievements off? For whatever reason I've come to highly dislike them as they are really intrusive. If it's not easy I can live with them on, I just prefer to never see them. Maybe just making it so you need to kill 1,000,000,000 aliens instead of killing 2 for example would be good enough.

    It's exciting to have the game getting close. I played it a little to give feedback and report some bugs but really I am just waiting for it to be finished before I play properly. I know this is still just early access so I will be waiting for a while yet but still, it's a mile marker.

  3. Yeah I can't figure it out either. The highest I can get is 86%.

    I recently played through Pillars of Eternity and they have a combat log you can look at and it actually has the equations used to calculate hits/crits/etc. I actually really liked it. Maybe "verbose combat log" could be an option in the menu?

     

    Anyways nice update as always :)

  4. 23 hours ago, ApolloZani said:

    Reminds me of the power mechanic in FTL. Could be a nice addition, could also feel overly micro-y.

    As long as you can set it up and can leave it forever I think it would be fine. If it requires attention like that awful overdrive mode for the generator in Frostpunk, then yeah that would be annoying.

  5. I read this a couple days ago and I think I want to mention that I really can't see liking the UFOs gaining stats depending on how many planes you send at them. As long as I can mod this out I will be fine with it but I can't think of a single game I've played where something like that hasn't decreased my enjoyment of the game. If I can think of an alternative I will write another reply.

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