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Hiver wrote:What is realistic to expect and what other advanced features you would like to see?
Only strictly combat related. There is another thread for making it faster or whatever.
oldmanpaco wrote:1) Player is crouching with overwatch on.
2) NPC comes around corner (without peaking).
3) There is a check to see who wins initiative. If the NPC wins he can make one action before the PC automatically fires. He could go back behind the wall, drop prone, or fire.
Postapo wrote:I'm opposed to automatic attacks of opportunity, never liked that solution. Your character's doing all his best to land as many hits as possible, then suddenly he manages to hit a passer by twice and suffers no AP loss - feels very wooden and detatched.
Postapo wrote:I like the idea of crouching and crawling, but cover-based combat demands complex enviroments and is very easy to screw up, so we might not see it anyway.
I'm opposed to automatic attacks of opportunity, never liked that solution. Your character's doing all his best to land as many hits as possible, then suddenly he manages to hit a passer by twice and suffers no AP loss - feels very wooden and detatched.
Postapo wrote:Hiver wrote:What is realistic to expect and what other advanced features you would like to see?
Only strictly combat related. There is another thread for making it faster or whatever.
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D'ohohoho, I hope you're not referring to this one:
I assure you that it's very much about combat and it proposes (IMO) a great alternative for attacks of opportunity. If you'd just read it first... Now I regret making it so long, if nobody's willing to read and discuss it.
Gazz wrote:Probably the best stab at a squad-level TB combat game I have ever seen is with Firaxis' XCOM: Enemy Unknown.
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There's a huge potential for interaction between all those perks / skills but the whole system is a lot more "personal" than generic time units.
Basing everything on stats results in everyone being more or less superman at the end of the game because once everyone has huge accuracy, speed, and health, you are hard-pressed to keep the game challenging.
(See JA2. While a good game, the character development is... meh.)
With distinct skills (probably with multiple skill trees), characters necessarily develop into different directions if the "top skills" greatly aid each other - but are mutually exclusive based on how many points you need to acquire them.
This could even be enforced more strictly to allow some leeway with level caps.
Say, selecting any top tier skill blanks out the the highest two layers of all other trees.
Selecting any 2nd-highest skill blanks out the one top layer of every other tree.
There would be a clear distinction between generalists and specialists...
(Off topic, I know. Bad habit. =)
Shaewaros wrote:Personally I don't feel it necessary for Wasteland 2 to have multiple movement modes, other than running/walking. This is an RPG after all, not a squad based tactical combat game. I wouldn't mind Jagged Alliance 2 style combat, but I believe that making something that complicated would ultimately take up too much resources and development time.
That being said, it would be nice to be able to do something other than stand in grenade formation and shoot a whole lot, and I like the idea of making the ability to split the party useful in combat. My suggestion: give everyone a move and a shoot (-equivalent) action per combat round. Imagining the typical Wasteland battle terrain: even something as simple as just moving one square in a given direction would work. (And be fast.) You automatically gain the appropriate cover effects for stepping into covering terrain. Make 'Dive' a movement command, and you pick a direction; you go prone where you are or in an adjacent square, and next turn your move option is "stand up." (If you dive behind cover, maybe you can't shoot out, and have to use indirect-fire weapons?) Make 'Peek' a movement command so you can look around corners.
To make tactics more important, cover should be directional. This opens up a whole range of possibilities, like trying to use different skills to get enter the building from a different direction so you don't have to shoot through cover. Alternatively, blowing the front door down with an RPG and having two guys machine-gun through the door should make it much easier to slip the other two in from the roof. Explicit facing (the mooks are all watching the door) makes stealth easier to understand (and becomes very natural if you have line-of-sight considerations), and should also make the mooks in question more vulnerable -- not just without cover, but shot in the back. Naturally, some combat robots would have no blind-spots, although they might, like modern tanks, would have lighter armor on the sides and back.
Hiver wrote:If Fallout tactics could do it then its doable. Its not really cover based combat, you can still be hit behind the cover only the enemy has a bit lower chance to do so.
If you go into full cover then enemy cant shoot at you at all, but so you cant shoot at them either.
It simple and it works.
The basics of it is that it makes you capable of taking some cover instead of not being able to do it at all, which is silly.
Hiver wrote:I think youre just seeing it in a wrong way. It eliminates that feeling of people just standing there idly, going through idle animations (which you mention as a big problem in your thread).
this makes everyone, enemies included able to perform some action - while they wait for their turn.
It ultimately increases the tactics necessary because you have to take that in account too.
Same thing worked fine in TOEE which made combat much more engaged and faster.
Shaewaros wrote:Personally I don't feel it necessary for Wasteland 2 to have multiple movement modes, other than running/walking. This is an RPG after all, not a squad based tactical combat game. I wouldn't mind Jagged Alliance 2 style combat, but I believe that making something that complicated would ultimately take up too much resources and development time.
Postapo wrote:Hiver wrote:If Fallout tactics could do it then its doable. Its not really cover based combat, you can still be hit behind the cover only the enemy has a bit lower chance to do so.
If you go into full cover then enemy cant shoot at you at all, but so you cant shoot at them either.
It simple and it works.
The basics of it is that it makes you capable of taking some cover instead of not being able to do it at all, which is silly.
If the combat revolves around cover, then it's a cover-based combat. What I remember from Fallout Tactics was that standing in plain sight would get you ripped to shreds. "Full cover" (i.e. a wall) works like that in every game since Packman.It'd be like that in a crouchless game as well.
The difference between FT and the future Wasteland might be the nature of the enviroment. FT was mostly flat, with limited surfaces you could scale and preplanned scenarios. Wasteland will most likely have lots of accessible buildings and an already guaranteed open, up to date interactive game world, which multiplies the variables to an n'th root. As I mentioned, I'm all for it, but I can easily see it being dropped if the budget is too tight.
They'd still be standing around idly, they'd just snap out of it more often.
They take control away? Is that a joke?The main beef that I have with AoOs is that they take the controll away from the player.
This is an especially frustrating prospect, when you have a vision of absolute control streamlined into functional combat via what i described in the other thread. AoOs aren't that much of a factor strategically, they simply mean you must cover your ass at all times and avoid passing by melee combatants.
only if it was designed intentionally so that your characters shoot when an enemy sticks his pinky around the corner. Clobbering eh? And it slowed things down too!?The thing with TOEE, is that it was pure D&D, where ammo matters little more, than hair color (at least as long as you remember to buy enough quivers from the bottomless local supply). Not so much in Wastelands or Fallouts - you'd easily waste your best ammo on crapshoots just because some guy stuck his pinky from outside the cover. AoOs only made the combat faster in the sense, that there was more clobbering, hence more hp loss. but as far as raunds go, if anything it slowed it down.
Quarex wrote:I just want to be sure to add here, as in every thread about this, that you need to be sure that every combat does not take hours to resolve. That would be the antithesis of a fun RPG, and become more like a tactical squad combat simulator. If that sounds like a dream come true to you, then are you sure you want a sequel to Wasteland, and not Fallout: Tactics or Jagged Alliance 2 instead?
hiver wrote:The only thing i like in FT was how it upgraded old Fallout combat system, very appropriately by building on it.
I use to hate that game for a long, long time because i wanted a true real sequel not just a shooter.
Oesophagus wrote:You had the overwatch mode, and that did not activate every time the enemy stuck out a finger out of cover, but was based on the % chance to hit them. So if it was below say 60%, your characters would ignore them.
Oesophagus wrote:I also think W2 hould have something like an initiative system, because squad turns are wayyyy to unbalanced. Basically who starts first gets a huge edge.
hiver wrote:Interface of course can be even more changed and made easy to use. Its not that im advocating using this exact model.
But it is one of the good examples.
hiver wrote:Yeah, i never used that or that "real time" option in tactics either, keeping it where its best. No reason to have those options at all and many why its better not to.
Oesophagus wrote:hiver wrote:Interface of course can be even more changed and made easy to use. Its not that im advocating using this exact model.
But it is one of the good examples.
I wouldn't want the devs to just copy the system of FT. But come on, there's only so much variety you can have in a party TB game. You look at JA2, FT, UFO, they all have a lot in common, even though their systems were very different.
It's still a matter of whether it'll be grid/hex or vector based, because that changes a lot in how action points work.
Hm, never got there i think. I reached the robots generally speaking but didnt play much further. But we dont really need RT mode or the bugs.Oesophagus wrote:The RT mode was only useful in one particularly annoying mission, because if any of your squad members was anywhere near another one that was being shot at, it practically guaranteed instant death (effin burst bug).
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