Hey guise? Enough decline yet? No?
Source?
Hey guise? Enough decline yet? No?
- Squads of soldiers will consist of only 4 members
Hey guise? Enough decline yet? No?
Hey guise? Enough decline yet? No?
- Squads of soldiers will consist of only 4 members
Source?
I'm sure you have a better practical implementation of abstracting the costs of different actions in a turn based tactical computer game up your sleeve. Is it move-and-shoot per chance? Or is it time for a wall of text full of theoretical fantasies with no root in practice?
Tactical combat without action points [...] is an oxymoron.
Hey codex why so butthurt about the ammo thing? [--]
But manual ammo reloading? Did that impose some kind of challenge to you? Did the manual handling of ammo add to the tactical depth of the game?
But manual ammo reloading? Did that impose some kind of challenge to you? Did the manual handling of ammo add to the tactical depth of the game?
Hey codex why so butthurt about the ammo thing?
I mean the fact that the whole TU system has been dished (fuck, I can't shoot and then hide my guys anymore?) is shitty streamlining for retards. The 4 agents squad is streamlining for retards. Only one base is streamlining for retards.
But manual ammo reloading? Did that impose some kind of challenge to you? Did the manual handling of ammo add to the tactical depth of the game?
Building different bases has been removed, but you still buy satellite coverage (the new radar) and build hangars for interception in different countries.
Yep. Ammo was always a factor, especially in Terror From the Deep. It had large maps and plenty of aliens, so you could easily run out if you weren't careful.I can remember more than a few missions where much of my squad got wiped out, then the remaining guys got into extensive firefights and ran out of ammo and had to retreat to the bodies of their comrades to find more and didn't necessarily make it.
I see more decline than Incline. Considering that this game is going to get out, I think if enough fans screamed, maybe they will change it.
Nononono mate, you said:
You are saying that it cannot be tactical combat without action points. I find ToEE's combat tactical. I find KotC's combat tactical. They are action-based systems. I played some GURPS today which is maneuver-based and could implemented directly to computer-mechanics, it was pretty fucking tactical. These are just the turn-based games I can name right off the top of my head.
You think action points are best? Hey, fine, whatevs, but it is not the only sysem.
I love action-point systems by the way, I just can't fucking stand idiotic blanket staements like the above.
D&D vs aliens
If you want to take pedantry to this extreme