Excidium
P. banal
Because shooting while moving is a bit hard.Why should there be a penalty?No penalty for moving and shooting on the same turn seems completely
Because shooting while moving is a bit hard.Why should there be a penalty?No penalty for moving and shooting on the same turn seems completely
Well, backers who pledged 18 months ago paid $55 for "early beta access". It would be kind of a kick in the teeth to them if Joe Pinchpenny got the same product one day later for a lower price.Wat, seriously? Sixty American USD Dollars ? I assume the finished game will cost less than this, so why are they selling the bug ridden demo for such an exorbitant price? Is this common practice for Early Access games?
Wat, seriously? Sixty American USD Dollars ? I assume the finished game will cost less than this, so why are they selling the bug ridden demo for such an exorbitant price? Is this common practice for Early Access games?
Backers had to pay at least $55 to get beta access and they don't want to screw their backers, it's as simple as that.
The whole thing is an abstraction. Sometimes it means one thing, sometimes it means another. Certain things are happening simultaneously.Eh. So we can abstract a guy making two nonsimultaneous overhand swings with a sledgehammer, but we can't abstract a guy taking two steps and then aiming and firing a pistol? That seems like changing the model to fit your desired outcome.
1) Don't spend the extra AP, and he's exactly the same, so that's really not a problem.As for the gameplay argument, re: interesting choices, that does hold water to a point, but it kind of sucks in a variable AP system. If Character A has 3 AP and fires his pistol for 3AP, and Character B has 5 AP and wants to fire his pistol for 3 AP, why should he be penalized for using his other 2 AP to move? This creates a situation where faster characters are, on the average, worse at attacking.
#3 best seller.
As much as $55. You could get the beta cheap with a $15 tier + $20 beta addon = $35.
Just watch the videos. Looks p. basic.IS IT GOOD? Please be good.
So it means whatever the devs intend it to mean? Fine with me. In this case, moving and then firing appears to mean moving and then firing, even if you don't want it to.The whole thing is an abstraction. Sometimes it means one thing, sometimes it means another. Certain things are happening simultaneously.
It is a problem if I spent Attribute points on a character to increase his AP to make him be able to do more things, and then I start taking penalties when I do more things.1) Don't spend the extra AP, and he's exactly the same, so that's really not a problem.As for the gameplay argument, re: interesting choices, that does hold water to a point, but it kind of sucks in a variable AP system.
I didn't see your other proposals yet, but I concede that it could be interesting. I maintain that it is not necessary for an interesting system, and the way it is now isn't some kind of problem.2) Move after attacking, and you're fine. With the other proposals I made regarding positioning, you should be able to deduce how this would still be interesting.
IS IT GOOD? Please be good.
It means it's ~abstracting~ what's happening, ie it's not a literal representation.So it means whatever the devs intend it to mean? Fine with me. In this case, moving and then firing appears to mean moving and then firing, even if you don't want it to.
Only certain things. If you have 6 ap, you can shoot twice. Moving and shooting might still be valuable with a penalty. Getting closer could be more advantageous than the penalty is harmful, getting a better firing angle, or finding cover are all useful things. Except..It is a problem if I spent Attribute points on a character to increase his AP to make him be able to do more things, and then I start taking penalties when I do more things.
The system is kind of boring and there's not many tactical decisions to make. For the most part the only thing that matters is attacks per turn, which means that moving and attacking in one turn rarely does anything for you.I didn't see your other proposals yet, but I concede that it could be interesting. I maintain that it is not necessary for an interesting system, and the way it is now isn't some kind of problem.
1) Don't spend the extra AP
I don't think they do anything as yet.On a sidenote, I'm a bit out of the loop with this matter... Do unspent AP count towards evade - like in Fallout, where unspent AP counted towards AC? As in, is there a benefit to not use the leftovers?
So we agree that hit locations can be cheesy and gamebreaking. I'll concede, though, that it is also possible for them to be brilliantly balanced such that they only enhance the depth of the combat system, never hurting it. My answer to that is: Wasteland 2 is already going to have a hard time keeping things balanced and interesting, and adding this now would introduce gigantic headaches for the dev team, QA, and we the testers, and postpone release by god knows how long.Yep. In Fallout it just became a game of "shoot the eyes every single time" because why wouldn't you? It's essentially a fluff mechanic. In Wasteland and Wasteland 2 the assumption is that you always want to make the most lethal shot possible; it's abstracted a little more, but requires less user input for the same result.
That's because eye-shots become ridiculously easy around the second town of the game (if you have less than 100% small guns/melee/unarmed in Junktown/Den you're doing it wrong), and once you get more skill and better, more accurate weaponry, it only gets more ridiculous from there. Many balance mods make eye-shoots HARD, through.
I also remember that when you're sniping lots of enemies from far away, leg shots are awesome, actually a bit too cheesy because some enemies just mill around and stand while being shot if their legs are crippled. Also groin shots are a excellent way to get a knockdown, good way to take a buff and dangerous enemy out of the game for a while until you kill the weaker ones, or to kill a hard-to-hit enemy by knocking him down and whaling on him. Eye shots are not exactly magical, I remember many of my eye shots dealing pathetic damage and no cripple.
I don't think they do anything as yet.On a sidenote, I'm a bit out of the loop with this matter... Do unspent AP count towards evade - like in Fallout, where unspent AP counted towards AC? As in, is there a benefit to not use the leftovers?
Only certain things. If you have 6 ap, you can shoot twice. Moving and shooting might still be valuable with a penalty. Getting closer could be more advantageous than the penalty is harmful, getting a better firing angle, or finding cover are all useful things. Except..It is a problem if I spent Attribute points on a character to increase his AP to make him be able to do more things, and then I start taking penalties when I do more things.
I don't get why "I moved, then fired" holds no water, but "I swung a sledgehammer, then swung a sledgehammer " holds a gallon.It means it's ~abstracting~ what's happening, ie it's not a literal representation.
The argument, "I did x, then y" holds no water within the context of a single turn.
I draw the line right where it would be more interesting. Which I've explained in detail multiple times now.Kinda siding with Zombra here, I could get behind stuff like snap-shot/normal shot/aimed shot costing progressively more, which would be a better way to abstract simultaneously actions in a AP-based system, imho.
Snapshots would allow for relatively much movement, but reduce aim greatly, normal shot would probably leave you with enough AP for some short movement, and aimed shot would take up so much AP that you don't have much left for walking anyway (but give you much better aim, obviously).
The problem with abstraction is that it can go both ways, as Zombra has already pointed out - some actions might make sense to assume that they are happening simultaneously, others not so much. Where do you draw the line?
I have no quarrel with this argument.I draw the line right where it would be more interesting. Which I've explained in detail multiple times now.