Yeah, I was looking into those mechanics and they didn't sit well with me as well. I already ditched the idea of such mechanics; just wanted to make sure people were on board with that idea, and if my view wasn't somewhat skewed.
Regarding the term "consume", I see the term is often used with the army, mostly regarding ammunition, or items that are consumed by other items, like ink cartridges for printers.
LMAO!Having one of those abilities sounds cool on paper, especially if there are already other abstracted elements and you're going for a more gamey design. But combining it with simulationist design (which is what you're actually going for) is like hooking up with a 8/10 then discovering she has a dick when the lights are out. The presentation was nice and all, you might have gotten hard, but then you feel the jab of a wiener and there goes the party.
Yeah, I was looking into those mechanics and they didn't sit well with me as well. I already ditched the idea of such mechanics; just wanted to make sure people were on board with that idea, and if my view wasn't somewhat skewed.
Regarding the term "consume", I see the term is often used with the army, mostly regarding ammunition, or items that are consumed by other items, like ink cartridges for printers.
From what you've presented so far, you're a fantastic designer mate. Don't let anyone tell you otherwise and don't doubt yourself.
If I have to choose between the two, A is miles better because B doesn't explain shit and leaves you wondering "so which of the three armor numbers do I have?".What do you guys think of this tooltip to display information on the upgrades of a unit's armor? I'm trying to decide which one is easier to read:
Oh, thanks for the reply. I deleted the post about this subject because I finally changed my mind and went with A for a couple of other reasons. Like A, B would let you know which upgrade level you have based on color, going up to down. It would be apparent as you would start using it because initially, it would all be gray with your first level unlocking on the top.If I have to choose between the two, A is miles better because B doesn't explain shit and leaves you wondering "so which of the three armor numbers do I have?".What do you guys think of this tooltip to display information on the upgrades of a unit's armor? I'm trying to decide which one is easier to read:
But ideally, you do this and hide the rest of the numbers in a separate menu, like a "?" button in the corner.
I mean, even so, there should be a clear indication of what you currently have so you can estimate how much of an upgrade you'll be getting, without going back and forth between screens. So the "current" section works very well in that regard. If you want to visualize the progression, you can do some sort of arrows or chains, like in these pictures I just pulled from Google:The idea of this tooltip is to give you an overview of all the possible upgrades the item has and at which state of upgrades the item is.
For consulting your current stats on the armor, you just look at where I'm highlighting on the image (I'm in a revamping process and the image doesn't reflect all modifiers seen in the tooltip).
If you notice the gray arrow pointing up after the armor's description, that's where you will hover the mouse to show the full stats tooltip with all upgrade levels.
I don't mind it. But hearing enemy units might feel a bit cheap.I am quite interested in hearing your thoughts on this:
In a tactics game, how do you feel about panning the camera over unexplored terrain and being able to listen to terrain features like rivers, even before they have been uncovered on the map?
I am quite interested in hearing your thoughts on this:
In a tactics game, how do you feel about panning the camera over unexplored terrain and being able to listen to terrain features like rivers, even before they have been uncovered on the map?
This is exactly my problem with having sound being captured by the camera from unexplored terrain. Good to know I'm not the only one concerned with this.Now I imagine myself, on any given map, looking at a black screen trying to listen for terrain features and I think, that would be shit.
Fog of war in general always felt like an odd mechanic to me. It makes sense on a larger scale like in a 4x, but in a more tactical game, it often feels silly that I didn't know a mountain was 50 meters ahead of me or whatever. I feel like X-Com got it right where there are 2 tiers of the fog of war; one for revealing terrain and another for revealing enemies. OTOH it's again extremely silly to not know the overall terrain when you literally arrived via aircraft.
That can easily be justified from the context of the game, though. In the future, it is not a huge stretch to imagine that troopers would have a way to "streetview" whatever part of the surrounding they want with micro drones swarms, satellites or whatever.Fog of war in general always felt like an odd mechanic to me. It makes sense on a larger scale like in a 4x, but in a more tactical game, it often feels silly that I didn't know a mountain was 50 meters ahead of me or whatever. I feel like X-Com got it right where there are 2 tiers of the fog of war; one for revealing terrain and another for revealing enemies. OTOH it's again extremely silly to not know the overall terrain when you literally arrived via aircraft.
You make a strong case. One reason why I like fog-of-war in tactics games is that it lets me understand which parts of the terrain I've explored. Although one could argue that you could have the terrain fully revealed but still have a visual layer pointing out which areas of terrain have been uncovered.
But I also think that having the terrain fully revealed is unrealistic as it gives you persistent access to every single detail about the terrain, each rock, tree, and bush within the map area, without any effort or latency. You would only be able to explain this if units had a visor with direct access to a satellite or drones in the area, which may not fit the setting the game presents itself in. Even if you arrive through an aerial vehicle you won't be able to memorize all the terrain features down to the details I described - once you land you will rely on memory, which is faulty.
My point is that gameplay should keep realism at bay. There's still a myriad of aspects that make a game unrealistic, no matter how realism is taken into consideration, exactly because they are games.