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Found 2 results

  1. I'm I wrong or there is no such thing as critical chance in the game in order to inflict a substantially larger amount of damage then defined by the weapon? You know guys, a low chance, but still a possibility thing It could be dependent on reflexes, thus making this characteristic more relevant to the game.
  2. Hi all, I've seen a few comments from people asking about implementing the ability to hit different parts of a target's body, but it seems that the consensus is that coding this in would be a hell of a lot of work and isn't practical, which is fair enough. So, I thought that maybe instead of outright targeting different body parts, we could simulate the effects of this via the same method that allows you to put more AP into a shot to increase the accuracy. So when you're setting up your shot, you'd cycle through the aiming options with the right click and a new option would be added, whereby allocating slightly more AP to a shot results in attempting a critical/head shot. From a balance standpoint, I'd imagine the accuracy of this shot should be lower than your standard chance to hit, but it could result in double damage if the shot lands. This brings in an extra layer of depth to consider when making your shots, with a high risk/high reward option. You could take this a step further and add a second critical shot type, which simulates aiming for the alien's legs, resulting in lower health damage, but a reduction to the aliens movement/AP, useful for stopping Xenonauts' equivalent of the Chyssalid in it's tracks when you're not confident you could outright kill it in time. What do people think? Would this be possible to code, I guess that's the most important question. And would it add to the game? Cheers!
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