xmd1997
Educated
- Joined
- Jan 14, 2018
- Messages
- 54
Yeah but it always had those. All they did was steal the icon styling from nuxcom compared to old shots.Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
Nah. The game had full and half cover system from the very beginning. They explain how the system works on their dev blog. Although the blog is from a couple years ago so who knows accurate it is. It sounds pretty interesting too.Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
I hear you man. They've been saying that the Alpha testing is "Just around the corner now" for two fucking years now.So I am willing to wager it will be a better game with it comes out in 2030.
Yeah but it always had those. All they did was steal the icon styling from nuxcom compared to old shots.Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
I am wondering what do you think is the best kind of cover system for this type of game? Being tile-based etc. A realistic line-of-sight based system, or a more abstract one?
Having tested these systems, what I have found is that for line-of-sight based system it is more difficult for the player to gauge if they actually are in cover or not, for example if the cover is not tall enough the characters head could stick out and be visible (depending on the stance and direction they look at, animation), resulting in the cover being not effective at all. A more abstract system results in sometimes unrealistic coverage, where the cover protects the character even though visually it shouldn't, but the player doesn't need to try to visually determine whether the characters vital parts are covered in each position.
Does not matter. Make bigger squads like in UFO and players will not mind losing soldiers here and there to more realistic cover.Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
I am wondering what do you think is the best kind of cover system for this type of game? Being tile-based etc. A realistic line-of-sight based system, or a more abstract one?
Having tested these systems, what I have found is that for line-of-sight based system it is more difficult for the player to gauge if they actually are in cover or not, for example if the cover is not tall enough the characters head could stick out and be visible (depending on the stance and direction they look at, animation), resulting in the cover being not effective at all. A more abstract system results in sometimes unrealistic coverage, where the cover protects the character even though visually it shouldn't, but the player doesn't need to try to visually determine whether the characters vital parts are covered in each position.
Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
I am wondering what do you think is the best kind of cover system for this type of game? Being tile-based etc. A realistic line-of-sight based system, or a more abstract one?
Having tested these systems, what I have found is that for line-of-sight based system it is more difficult for the player to gauge if they actually are in cover or not, for example if the cover is not tall enough the characters head could stick out and be visible (depending on the stance and direction they look at, animation), resulting in the cover being not effective at all. A more abstract system results in sometimes unrealistic coverage, where the cover protects the character even though visually it shouldn't, but the player doesn't need to try to visually determine whether the characters vital parts are covered in each position.
Maybe. But I'm guessing it has that cover only gives you a defensive boost instead of actually protecting you from projectiles. Even has half, full cover icons.
I am wondering what do you think is the best kind of cover system for this type of game? Being tile-based etc. A realistic line-of-sight based system, or a more abstract one?
Having tested these systems, what I have found is that for line-of-sight based system it is more difficult for the player to gauge if they actually are in cover or not, for example if the cover is not tall enough the characters head could stick out and be visible (depending on the stance and direction they look at, animation), resulting in the cover being not effective at all. A more abstract system results in sometimes unrealistic coverage, where the cover protects the character even though visually it shouldn't, but the player doesn't need to try to visually determine whether the characters vital parts are covered in each position.
Guys, guys, this is now a tablet game. Abandon ship!
I know. But no doubt there will still be idiots on here who'll assume the worst. *ShrugBros, it's a Windows tablet/laptop hybrid and quite a powerful one. I was just fucking with you.
How the AP system preference has evolved in my deranged brain meats is like thisSince End State is tile-based and time unit -based, I think both JA games built a solid foundation that shouldn't be tampered with too much. If it ain't broken...
Whatever you do, don't even consider taking APs out from the game! That's an instant death sentence as far as I'm concerned.
How the cover system is implemented now is using the line-of-sight based system (if a bodypart is not behind the cover it is not protected), but I have also implemented a cover protection chance (similar to modern XCOM systems) in order to make the covers more effective. This is something I have been going back and forth with and I have concluded to add this to gameplay settings as a on/off toggle.My go to is always Silent Storm when it comes to 3D. For cover you just have your character crouch behind something, sidestep to take shots from behind wall cover etc etc.