they're not evolving the combat, they're going back lmao
yeah but take stabby builds for example. You will no longer be able to cross whole screen, execute a lot of stabs, then run back and break los.Movement will be actually even more important now, as long as you will be able to move and shoot simultaneously, as we see in the video.
You are talking out of your ass.It will work mostly the sameI am not sure how will the Roguelike combat works with how highly lethal everything in Underrail is.
Getting slowed down/using a slow action in RL most of the times equal getting instagibbed by enemy doing 3 actions at once to you. Made even worse against multiple enemies.
Won't be an issue late game but early game would be awful. I am not sure if it solves the Alpha strike problem too. Like for slow characters now it is even MORE important to Alpha Strike
For glass cannons, you maxx your speed and damage. Start with applying debuffs on the enemies (slow them down and ruin their accuracy) then quickly kill them.
For tanks you will simply minimize the damage
>Underrail in large part appeals to autists
>Styg changes everything cause he knows autists love change
I keep telling you guys, Styg is just a sadist and he loves torturing his fanbase.
Good. Viable melee builds in a setting with advanced firearms is dumb and gameyYou will no longer be able to cross whole screen, execute a lot of stabs, then run back and break los.
Stealth, psionics, shields, armour, grenades, speed, evasion, drugs, cover. Take your pick.Viable melee builds in a setting with advanced firearms is dumb and gamey
That is a bizarre contrivance. Why not just do RTwP? He already has all the real-time system features intact, it's just got a layer abstracted over it. This system seems tortured and complicates his goals.No, not really. Look at the video, enemies don't do things at the same time as the player.It appears that this system is functionally real-time with pause, with pausing being automatic and mandatory at the conclusion of every player action. Is that correct?
Micro-turns, like a roguelike.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
You seem very upsetYou are talking out of your ass.It will work mostly the sameI am not sure how will the Roguelike combat works with how highly lethal everything in Underrail is.
Getting slowed down/using a slow action in RL most of the times equal getting instagibbed by enemy doing 3 actions at once to you. Made even worse against multiple enemies.
Won't be an issue late game but early game would be awful. I am not sure if it solves the Alpha strike problem too. Like for slow characters now it is even MORE important to Alpha Strike
For glass cannons, you maxx your speed and damage. Start with applying debuffs on the enemies (slow them down and ruin their accuracy) then quickly kill them.
For tanks you will simply minimize the damage
From what I saw from video moving a single tile counts as an action.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
Styg I suppose the player has some limitation on his movement, right? So you can't walk two kilometers and then the enemies get to do stuff for twenty minutes.
"It will work mostly the same" is the most retarded take on the new combat system. Play Jupiter Hell or Quasimorph and tell me that the combat is similar to Underrail.You seem very upsetYou are talking out of your ass.It will work mostly the sameI am not sure how will the Roguelike combat works with how highly lethal everything in Underrail is.
Getting slowed down/using a slow action in RL most of the times equal getting instagibbed by enemy doing 3 actions at once to you. Made even worse against multiple enemies.
Won't be an issue late game but early game would be awful. I am not sure if it solves the Alpha strike problem too. Like for slow characters now it is even MORE important to Alpha Strike
For glass cannons, you maxx your speed and damage. Start with applying debuffs on the enemies (slow them down and ruin their accuracy) then quickly kill them.
For tanks you will simply minimize the damage
Or you gonna start "NOOOOOOO Styg will ruin the already perfect system NOOOOO"
Have faith in the man
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part
It means that there still should be under the hood resolution order for NPC actions when they would do something simultaneously.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part
I reread this, sounds convoluted. Lots of "usually", etc.
If there are multiple classes of actions, perhapa this can be explained better?
Turns are weaved together like in a roguelike and larger/"slower" actions by the player that would take more action points in the old system allow enemies to act proportionally more after you perform them. Basically, as you spend AP, you grant enemies that much AP to spend themselves. Very easy to grasp by watching the video and seeing how the rathounds are able to sometimes attack twice after the player swings a lead pipe, but then later when he fights one with a knife this is not the case. I don't know how Styg managed to make something so simple sound confusing.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part
I reread this, sounds convoluted. Lots of "usually", etc.
If there are multiple classes of actions, perhapa this can be explained better?
Tunnel vision. I assume Styg has something in his mind but in this case he missed the forest for the trees.Turns are weaved together like in a roguelike and larger/"slower" actions by the player that would take more action points in the old system allow enemies to act proportionally more after you perform them. Basically, as you spend AP, you grant enemies that much AP to spend themselves. Very easy to grasp by watching the video and seeing how the rathounds are able to sometimes attack twice after the player swings a lead pipe, but then later when he fights one with a knife this is not the case. I don't know how Styg managed to make something so simple sound confusing.
- In combat mode, everything is paused until the player performs an action. The action takes a certain amount of time and this amount is granted to all non-player participants to use for their new or ongoing actions (such as moving, attacking, activating special abilities).
- When exactly this time is granted to the NPCs is critical as sometimes they might act immediately to interfere with the player. This time may also be granted in bulk or in smaller amounts (e.g. channeled abilities such as bandaging).
- Player is free to act and give additional time to NPCs unless he is "blocked" by an ongoing relevant NPC action. An enemy trying to move out of the player's melee range is relevant and the player must "respect" their available time; a neutral crab roaming on the other side of the map is not relevant and it can do what it pleases.
- NPCs usually won't block each other. Meaning they will act simultaneously for the most part
I reread this, sounds convoluted. Lots of "usually", etc.
If there are multiple classes of actions, perhapa this can be explained better?
>Implying Underrail was mediocreBetter than certain mediocrity.