Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Alright. What happens when you disarm? The enemies can't shoot? Drop weapons? THC goes down?C'mon VD, there's a lot you can do: arm shots to disarm...You can do a single shot, a burst if your weapon supports it, and an aimed shot for more damage. What else can you do with firearms? Sure, you can do a small burst or empty the magazine. Would it add much? No. Some SMGs do have two burst modes if I recall correctly. Aimed: body parts? Legs/torso would be pointless. Maybe arms to disarm but I don't see it adding much.
If can't shoot/drop weapons, it's the new easy mode since you have 7 people in your party. THC goes down? Would it really be a useful option considering the overall design? Again, you have 7 people going against relatively small groups of enemies out in the open. Concentrating fire is better than wasting shots to lower THC.
Silent Storm and XCOM tactics came from having to split your party to cover large grounds or enter several buildings. That's where WL2 falls short, but to be fair, it's a tactical game thing and RPGs don't really do that.
If I had to make 3 key changes to WL2, I would go with a smaller party (although that goes against the old school thing) - 4 people max, smaller but more focused world, focus on communities and dialogue not combat.
These extra options were either options for the sake of options (arms, legs), stealth related options (no stealth or infiltration in WL2), or options brought forth by the overall design (namely low THC over distance).SS had a lot more options. You have 4 different walking speeds, shots aimed at body parts (Head, Body, Left arm, Right arm, Left leg, Right leg) plus 6 different types of shot, from hip shot to sniping.Silent Storm is considered a good tactical game. Did you have more combat options? It didn't but the overall design was better. Of course it was a combat game, so...
Again, SS offers you one thing - tactical combat in a tactical environment. Realistically, you can't expect/demand an RPG to do it plus do all the non-tactical things (large world, dialogues, choices & consequences, multiple solutions, etc). Remove the tactical environment and you'll remove all those extra options.