UnstableVoltage
Snapshot Games
- Joined
- Jun 17, 2017
- Messages
- 156
I'm pretty sure the answer is yes, but I'm going to double check tomorrow to be sure and come back to confirm for you guys.
Yes it is visuals or yes it does have game play effect?I'm pretty sure the answer is yes, but I'm going to double check tomorrow to be sure and come back to confirm for you guys.
Original had the same thing.Good question my pyro-brother. I suffer from the same thing
Auto-canon with fire ammo in X-com Apocalypse. Good times.
Incendiaries were quite useful for area denial, only robots and silacoids (and who cares about those) could ignore fire.
I prefer it in real time.Yeah that is true, but have you tried it in X-com Apocalypse in real time?
Better bring your fire hazard suit.
Just a tiny bit of science from the Fig comments:
Sapistas
Is the geoscape gonna look like this?
http://www.nationalgeographic.com/m...ntent&sf94476425=1#/ice-melt-globe-opener.jpg
JulianG
Yes
It was already like that in vanilla Xcom 2. Long War 2 in next patch is actually nerfing it a bit (and already did in this patch by reducing AoE of it to very low).Fire in Long War 2 was imba as fuck. Enemies can't use skills, can't fire, can't melee. It was the most powerful effect of them all that rendered enemy defunct just by hitting them.
In the first development VLOG of August, X-Com and Phoenix Point creator Julian Gollop takes you on a brief tour around the art an animation department of Snapshot Games to see how some of the early models are shaping up for Phoenix Point.
Phoenix Point is a squad focused turn based tactical game with 4X strategic elements. Phoenix Point was successfully funded on Fig in Jun 2017 and is scheduled for release in late 2018
There's still time to back Phoenix Point, and there are many physical and digital backer rewards to claim: https://app.crowdox.com/projects/100260/phoenix-point
Legendary game designer Julian Gollop to speak at EGX
Julian Gollop, the creator of Laser Squad and X-COM, will deliver a talk on his brand new strategy game, Phoenix Point, at EGX 2017.
Phoenix Point brings together turn based tactics and open world strategy in a fight for survival against a terrifying alien threat. The game has enjoyed huge crowdfunding success and is set for release in 2018.
In a session titled 'From Laser Squad to Phoenix Point: The Evolution of a Game Genre' Julian will explain the history behind the development of Laser Squad through X-COM and show how Phoenix Point evolves the genre further along with his ambitions for the game.
The session will take place at 2pm on Friday and those not at EGX will be able to catch the session live on Twitch and it'll be available to watch later on our YouTube channel.
We're celebrating the tenth EGX event this year and plan to make it our best ever so why not join us at the NEC in Birmingham on the 21st to 24th September.
Realistic Ballistics - Progress Report
Admin
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- Last Post 47 minutes ago
Julian Gollop posted this 1 hour ago
We have implemented a 'realistic ballistics' system which works in a similar way to the original X-COMs. It does make combat quite fun. Each bullet has a separate trajectory and damage whatever it hits.
Range is a very significant factor with this system since there is an inverse square deterioration in accuracy with distance (as in real life).
- Snipers can make headshots against enemies who think they have good cover
- Heavies can unleash a hail of 12 bullets with their machine guns - but they are not likely to hit - but then they do frequently blow away any light cover
- Assaults fire a burst of 6 bullets normall, but 4 with overwatch, and 3 with return fire.
For the interface, we have created a first person view with a couple of probability circles - one for 50% of shots expected, and one for 75% of shots. It allows the player to judge the enemies cover visually, and accurately.
It's simple and definitely makes fire-fights tense. There are some issues though
Overall, I like the visual/naturalistic feel of the shooting, but it might not be everybody's cup of tea. You can expect a video demo of it soon.
- Cover is basically WYSIWYG - therefore it is difficult to give the player much info about cover unless he is able to 'see' from different positions. There are no numbers worth displaying. A cover system similar to new XCOM doesn't work.
- It's would be difficult to give the player meaningful data about expected outcomes from an attack. We could show 'average expected damage' mayber, although it's not easy to calculate.
- Firing from a first person view all the time would slow the pace of the game. It's not important if the optimum target point is always calculated, but that's not easy. At the moment the player can adjust the precise firing position with the mouse (in the future, you would be able to click on a body part to aim at it, but that's only useful if your accuracy circle is not too big).
- Soldiers do crouch down next to low cover - but their precise pose is very important because it would determine how much of their body might be exposed above the top of the cover.
- Stepping out from cover to shoot exposes soldiers completely - to overwatch or return fire. A partial step-out pose may fix this. Similarly, popping up to shoot from low cover also exposes the soldier to return fire - again, maybe fixed by a special pose (depending on weapon).
- There is no simulation for the difficulty of shooting a moving target, which has always been something that bugged me about turn-based games. There may be a way to do this, but I don't know what it could be.
- Cover is basically WYSIWYG - therefore it is difficult to give the player much info about cover unless he is able to 'see' from different positions. There are no numbers worth displaying. A cover system similar to new XCOM doesn't work.
- It's would be difficult to give the player meaningful data about expected outcomes from an attack. We could show 'average expected damage' mayber, although it's not easy to calculate.
- There is no simulation for the difficulty of shooting a moving target, which has always been something that bugged me about turn-based games. There may be a way to do this, but I don't know what it could be.
Snipers can make headshots against enemies who think they have good cover