Check out Escape From Tarkov then come back and tell me if you think it was made in UnityI've just discovered the game runs in Unity, how they managed to make it look like Unreal engine lel. It's a compliment
Doesn't seem like a good strategy, assuming most of their backers expect something like old X-COM (Apocalypse), and most nuXCOM players see it as a ripoff.What makes you think it wants to differentiate itself from XCOM (at least in terms of presentation)? It's obvious Gollop wants to piggyback on the success of nuXCOM, a level of success he never had with his own games. I doubt most nuXCOM players even played the original X-COM game and if they did, I doubt they cared for its more simulationist design.
On the contrary, most backers don't expect game that is 1:1 copy of old UFO and most nuXcom fans want more games like that one and will flock to anything similar.Doesn't seem like a good strategy, assuming most of their backers expect something like old X-COM (Apocalypse), and most nuXCOM players see it as a ripoff.What makes you think it wants to differentiate itself from XCOM (at least in terms of presentation)? It's obvious Gollop wants to piggyback on the success of nuXCOM, a level of success he never had with his own games. I doubt most nuXCOM players even played the original X-COM game and if they did, I doubt they cared for its more simulationist design.
It's also just a case of me whining because I personally don't like this style.
Demo was cool and all but what I really wanted to see was some kind of dev build. Without a console or log it's hard to tell just how simulationist it is under the hood. Is it dice rolls or physics or some combination thereof, I want to know why some bullets hit and some don't, why some hits get shrugged off and why others disable and bleed.
Similarly, the main issue I had with the presentation was the AI. It didn't feel like the AI was cooperating in a clever way. Gunners didn't seem like they would go into heavy cover and overwatch while brawlers rushed you. And it certainly didn't feel like enemies were communicating across the map to converge and flank you, or even if they don't, to come once they hear bullets flying and stuff exploding. LW2 was very good about this sort of thing.
The other main issue is about terrain destruction. When the queen crashed straight through the tower it felt like buildings were papier mache and kinda undermined the physicality of the level. XCOM2 had this problem; the game would load a level and right at the start, big enemies would start fucking up the terrain just crashing through stuff and not being clever with the pathfinding, which kinda destroys the illusion that they existed more than a few seconds ago.
Very interesting! Is cone size also a function of soldier accuracy?
why does it use Firaxis Xcom's 2 AP point?
why does it use Firaxis Xcom's 2 AP point?
It doesn't
Demo was cool and all but what I really wanted to see was some kind of dev build. Without a console or log it's hard to tell just how simulationist it is under the hood. Is it dice rolls or physics or some combination thereof, I want to know why some bullets hit and some don't, why some hits get shrugged off and why others disable and bleed.
Similarly, the main issue I had with the presentation was the AI. It didn't feel like the AI was cooperating in a clever way. Gunners didn't seem like they would go into heavy cover and overwatch while brawlers rushed you. And it certainly didn't feel like enemies were communicating across the map to converge and flank you, or even if they don't, to come once they hear bullets flying and stuff exploding. LW2 was very good about this sort of thing.
The other main issue is about terrain destruction. When the queen crashed straight through the tower it felt like buildings were papier mache and kinda undermined the physicality of the level. XCOM2 had this problem; the game would load a level and right at the start, big enemies would start fucking up the terrain just crashing through stuff and not being clever with the pathfinding, which kinda destroys the illusion that they existed more than a few seconds ago.
Bullets are fire by raytracing a line from the shooter's weapon to the target. A cone is projected. The more accurate the weapon, the tighter the cone. The further away from the target, the larger the cone will be at the target. The shots from the weapon will all travel randomly within that cone of fire.
Some creatures have armour which mitigates damage. They can have different armour values on different body parts. The Crabman brawler, for example, has an armoured carapace and this shield, meaning he's very hard to damage from the back or from the front (with his shield deployed) with assault rifles. Shots that land damage whichever body part that hit. Each individual body part, along with its own armour value has it's own HP pool. Any HP deducted from a limb is removed from the overall HP of the creature. If the HP of a specific limb reaches 0, it becomes disabled and they gain 1 bleed.
The AI at the moment is very rudimentary and basic. We haven't even begun to tune the AI to make it challenging at this point. This can't really be done until all of the skills and abilities are present.
The destruction model is far from finished. We had limited time to get the demo ready for the show (we were working on it right up until a couple of hours before the show doors opened) so we weren't able to get everything working the way we wanted it to be.
why does it use Firaxis Xcom's 2 AP point?
it is pretty much a decline in tactical game.
i had expected real AP / time points like original x-coms
You always play as PP faction. Then you find 3 other factions in the world. They all fight aliens and usually each other. They ignore you unless you attack them or ally with a faction they are fighting against.How exactly faction system works in PP? Can you change it from the start?
why does it use Firaxis Xcom's 2 AP point?
It doesn't
Phoenix Point should have the direct control tank aiming system of Men of War where the player would be able to move with the mouse the base of the cone (of possible bullet trajectories) on the body of the target.
Also seeing and manipulating the position of the circle (that is the base of the trajectories cone) would give the player a greater feedback where the bullets could land and a chance for the player to maximize his chances to hit if the target is behind cover
If the target is behind cover, the base circle would be a circle segment instead or take any other shape.
In this instance, each bullet has a 96% chance to hit body but half of the enemy's body is behind the corner of the building.
Even if the trajectories cone is invisible to have a better picture , with half the body obstructed, the hit chance shouldn't be way lower?
Actually, that is one of reasons sandbags are so widely used (although I guess the main ones are cost, and ease of deployment).Additionally, if the target is partially behind a corner or some such the wall in front of him can deflect bullets right into him depending on where they are coming from.
That's why one shouldn't stick to corners the way cover shooters have you do it. Though of course it all depends on the specific situation.
And of course, rounds may pierce the thin corner edge of the wall as well.