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This post created by ignored player and thus hidden.
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A few suggestions...
1.) Either turn down the swear filter, or allow people to turn it off! It's really far too aggressive.
2.) Allow for skills to fire on other people's turns. Examples below:
Snap Shot: (Gun AP + 2) - Until your next turn, you can take one shot at an enemy that moves into sight. Enemies that are already in sight will not trigger this skill. Only one shot will be taken.
Overwatch (Gun AP + 4) - Until your next turn, you can shoot at any enemies that move into sight. Enemies that are already in sight will not trigger this skill. Up to three shots may be taken, with an additional -10% per shot taken. This skill requires the Snap Shot skill.
(Both skills can be tweaked with penalties to hit, with each level in the skill reducing the penalty)
3.) I know this has been suggested before, but individual stat tracking for each gang member is a must! There are a lot of people who obsess over these kinds of numbers!
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This post created by ignored player and thus hidden.
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1.) Either turn down the swear filter, or allow people to turn it off! It's really far too aggressive.
2.) Allow for skills to fire on other people's turns. Examples below:
Snap Shot: (Gun AP + 2) - Until your next turn, you can take one shot at an enemy that moves into sight. Enemies that are already in sight will not trigger this skill. Only one shot will be taken.
Overwatch (Gun AP + 4) - Until your next turn, you can shoot at any enemies that move into sight. Enemies that are already in sight will not trigger this skill. Up to three shots may be taken, with an additional -10% per shot taken. This skill requires the Snap Shot skill.
(Both skills can be tweaked with penalties to hit, with each level in the skill reducing the penalty)
3.) I know this has been suggested before, but individual stat tracking for each gang member is a must! There are a lot of people who obsess over these kinds of numbers! 1. We may consider that... but that right now is on a back burner. We need to focus on getting this game to full speed first, then we'll work on the finer points.
2. Interesting perk ideas there! Sounds like a great way to ambush enemies that like to poke behind walls (would be nice if the required skills for these perks have nothing related to the turtle/shelter perks).
3. You must be one of those stat freaks yourself then! 😝 It has been suggested before, and it's becoming quite popular.
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2. berserker said once that there is no chance for implementing "interruption" (like in jagged alliance). in my opinion, this is bad idea too. with it game would be more static, longer, boring 😉 just "camping" strategies would be more popular
3. i also do like individual stats ☺ even more, individual xp and levels would be great imo 😉 more diversity=more fun
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3. i also do like individual stats ☺ even more, individual xp and levels would be great imo 😉 more diversity=more fun ...and more unnecessary complication.
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...and more unnecessary complication. yeah i realize that this could be "deeper" complication for programmers, and game have to relase in autumn, so i no wonder about that, just saying
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1. We may consider that... but that right now is on a back burner. We need to focus on getting this game to full speed first, then we'll work on the finer points. End of story. 😝 Once the game is released and everything is available (and all of the necessary tweaks/fixes are made), THEN we may start adding things on the Wish List thread and the like.
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2. berserker said once that there is no chance for implementing "interruption" (like in jagged alliance). in my opinion, this is bad idea too. with it game would be more static, longer, boring 😉 just "camping" strategies would be more popular With regard to "Held Actions" (or "Interruptions" or "Overwatch"), there are a number of ways to balance it. Since the game already gives the ability to fire multiple times if you have the AP for it, that's already one balancing point to start with, already in the game - you can use only the One Shot version (called Snap Shot in my suggestion).
The second balancer is also already in the game - people with scopes and binoculars can use them on their turns to shoot at people who are normally out of their visual range, but held actions can't. Together with the first point, this makes it a more of a Sniper specialty - people using small arms are going to want the multiple shots, and won't want the penalties for shooting at what would be their medium to long range.
The third balancer is that you can assign to-hit penalties to the held actions. How heavy the penalty is should be considered carefully, of course, to keep from turning it from a tactical decision into a waste of points.
The fourth balancer is already mentioned in the suggestions - only allow Snap Shots to be taken on an enemy that's just coming into view.
The last balancer is that the skill can be set very, very deep in the skill trees, to make it rare and hard to get.
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The last balancer is that the skill can be set very, very deep in the skill trees, to make it rare and hard to get. If it's rare and hard to get what is the point of implementing it since most of the people won't see it?
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If it's rare and hard to get what is the point of implementing it since most of the people won't see it? It doesn't have to be set so deep that NOBODY gets it. This, like anything else, would be a balancing act. Finding the sweet spot where the ability is neither so weak that nobody gets it, or so powerful that everyone rushes for it.
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