Why not, exactly? TUs offer, among other advantages, many more possible outcomes than 2AP.Not a correct analogy.
Why not, exactly? TUs offer, among other advantages, many more possible outcomes than 2AP.Not a correct analogy.
I was referring more at possibilities rather than probabilities, but I see your point.As far as I'm concerned the main difference between the two systems is the amount of rolls and not the sides of the dice that is being rolled.
Saturday, 21th of April - 11:30-12:30
Time Units vs 2 Action Points - the Raging Controversy (Design)
Jullian Gollop, Snapshot Games
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LOL. I suddenly imagined another part of the body instead of the hand.Fixed!![]()
Julian Gollop said:Although Dreamland was destined for the PS2, it was still fundamentally an X-COM-style game, with turn-based battles and a real-time geoscape. It did, however, involve a number of adaptations to the console game format. The soldiers were controlled by directly moving them in third person with the controller. An ‘action point’ bar diminished as the character moved. The shooting used a first-person view, allowing the player to freely aim via a controller stick, if desired. It was eerily reminiscent of a PS3 game released in 2008 called Valkyria Chronicles (since released on PC).
I hope they will also let us target middle of square from the top down mode. The way they removed cover from the crabman that was in full cover was not needed to be done from cinematic view.Sorry, but that free-aim system looks clunky as hell and I'm guessing you can't use it without going into cinematic mode.
Sorry, but that free-aim system looks clunky as hell and I'm guessing you can't use it without going into cinematic mode.
Yeah, it's all fine, props to UV and the team, but would it be possible to play without muh cynematics and awesomebuttons? It's all fine and dandy for the first 15 minutes, but it'd get tedious and put the brakes on the actual gameplay (unlike TUs) if it was not possible to always have camera at an isometric angle at all times. I'd even take a penalty to shot accuracy if it were possible (Like 'auto-resolve battle' in R:TW and other CA games)
Snipers special ability does pretty much the same, also boss monsters can be targeted like that.So what would be the alternative? A paper doll pop up? Works for me...
EDIT: Actually, do we even know if the willpower system appliies to the enemy?
It does.EDIT: Actually, do we even know if the willpower system appliies to the enemy?
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The UI for the free-aim is very much just a place-holder right now.With this new free-aim mechanic, players will also be able to try and shoot specific body parts off the enemies also without having to rely on a sniper equipped soldier. Im pretty sure that the final build will make it look more natural though like actually looking like you're looking through the soldiers' weapon scope.
The procedural levels will have their own in-built mini objectives in the form of strategic points scattered throughout. These might be elevated structures or vantages, control rooms, or alien installations. Taking control of them will allow you to play tactical cards, brought into combat from a deck built in the strategic layer, that provide buffs to individual soldiers or entire squads.
Didn't the last demo have two objectives like that (tower and control room, giving a soldier will points)?I have a question, UnstableVoltage. This point is still valid or has been dropped (I hope so)? I haven't read anything new about it for a long time:
The procedural levels will have their own in-built mini objectives in the form of strategic points scattered throughout. These might be elevated structures or vantages, control rooms, or alien installations. Taking control of them will allow you to play tactical cards, brought into combat from a deck built in the strategic layer, that provide buffs to individual soldiers or entire squads.