Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
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To be honest, I'm pretty tired of the pandemic trope right now - we've seen the "oh no someone's infected" story a million times, nothing new to be squeezed out of it. That said, it is a staple of the genre and the gameplay doesn't sound too bad. I like that you can spend 500g at the temple and stop worrying about it.
That's pretty fair, after all fire has to roll initiative and wait its turn like everyone else.We should say that the above sequence is from a trailer so to save precious seconds the fire spread is very much accelerated. A normal fire goes from tile to tile and it takes a bit longer (especially in turn-based mode).
That's pretty fair, after all fire has to roll initiative and wait its turn like everyone else.We should say that the above sequence is from a trailer so to save precious seconds the fire spread is very much accelerated. A normal fire goes from tile to tile and it takes a bit longer (especially in turn-based mode).
"Magazines stacked as armor plates" reminded me of that one situation in the TV show (or was it a movie?) about a prison where an inmate (or an undercover cop posing as one) used a few books and a tape to create a shank-proof vest.
Can we expect JA 2 1.13 inventory management and weapon modifications?
Is there a chance that you will implement prone? (...) Honestly I do not get the problem of the implementation (even Jagged Alliance Rage had it!)
Well in Bear's Pit they were always looking for an new engine to move on. Actually Urban Strife could be a good base for an JA 2 remake.Can we expect JA 2 1.13 inventory management and weapon modifications?
Is there a chance that you will implement prone? (...) Honestly I do not get the problem of the implementation (even Jagged Alliance Rage had it!)
1. If not in USG, then in USG v1.13 for sure. We can only promise to do our best to help anyone trying to emulate what v1.13 did.
2. When your cover is a roll of the dice, you can have any stance you want. In a world of real ballistics, if an animation leaves your feet exposed just a bit, you can kiss your feet good-bye. And kissing feet sucks.
Also, most cover is high enough to protect you while crouched in USG. None of the alpha testers who played the game complained about the lack of prone. But maybe they were wrong. We'll see when the public demo will be out and more feedback will come in.
Thank you."Magazines stacked as armor plates" reminded me of that one situation in the TV show (or was it a movie?) about a prison where an inmate (or an undercover cop posing as one) used a few books and a tape to create a shank-proof vest.
The Wire
The original X-COM didn't have prone, so it isn't surprising for XCOM, Phoenix Point and Xenonauts to not have it also. The UFO series had prone mechanic.Not sure why so many devs are allergic to prone. Same thing in Phoenix Point and Xenonauts.
Fair enough, but then the question becomes: is it good for gameplay if every intelligent unit can be in 99% cover 99% of the time?
The original X-COM didn't have prone, so it isn't surprising for XCOM, Phoenix Point and Xenonauts to not have it also. The UFO series had prone mechanic.
In all honesty that's not the question for me to answer. All I can say is this: they all decided to emulate it and not included the option to go prone.So because the original didn't have it, it can never evolve to something more?
Hey Zombra long time since we have "seen" each other <3.USG without prone will be fine, it doesn't need to clone JA2 1:1.
I'm reminded of the people who complained that CDPR "forgot" to put a jump button in the Witcher series, when it would have served no purpose.
Realism is nice, but if there's no gameplay purpose, it won't be missed except by
This is all true, but the game already has a function that does 100% of this: crouching. Prone stance is nothing more than "crouching, but moreso". I mean, okay, it wouldn't be bad to have one more option, but you're not selling it as adding anything substantial to gameplay.In an tactical game going prone gives you several advantages and disadvantages:
- lower silhouette: with realistic ballistics, lower chance to be hit, also higher chance if you do get hit that it is lethal (headshoot), also lower chance to being spotted (stealth)
- more stability while shooting: increased accuracy, better recoil management
- movement: you are moving way slower and have to spent AP/TU to get up (and down for that matter, so maybe one less shoot for the current turn)
If you want we can get into a huge argument over this. The assumption that realistic simulation is the alpha and omega of game design always burns my beans. Imagine if you tried to tell a painter that "After all, all visual art aspires to photorealism." Real-world simulation is one way to design a game. Hell, if you want more realism you must want to get rid of turn-based and make it a real-time game, right?After all games are based on real-life mechanics and physics.
It does not?This is all true, but the game already has a function that does 100% of this: crouching. Prone stance is nothing more than "crouching, but moreso". I mean, okay, it wouldn't be bad to have one more option, but you're not selling it as adding anything substantial to gameplay.
To me it is good because a unit might be in 99% cover from being shot but than the player has to think what other options are there. Throw a smoke grenade to close the distance. Suppress the enemy and flank. Sneak and kill him with melee. Just run straight at him hoping he misses and throw a grenade at him. Or use a rocket launcher. The same could be said to crouch true, but more options lead to more problems/solutions, what makes an game more interesting, at least to me.Fair enough, but then the question becomes: is it good for gameplay if every intelligent unit can be in 99% cover 99% of the time?
The question is about the balance.If you want we can get into a huge argument over this. The assumption that realistic simulation is the alpha and omega of game design always burns my beans. Imagine if you tried to tell a painter that "After all, all visual art aspires to photorealism." Real-world simulation is one way to design a game. Hell, if you want more realism you must want to get rid of turn-based and make it a real-time game, right?
When I was in the army the most common stance for shooting a rifle was prone.
In an urban warfare scenario, going building to building, you would go prone how often during your time in the army?
In an urban warfare scenario, going building to building, you would go prone how often during your time in the army?
If there are only CQC fights in Urban Strife, I can understand that decision.We're not saying prone is 100% useless, we're just warry of spending a lot of our limited time and budget on a feature most people will misuse or ignore.
Thanks for the seriousness .We appreciate feedback, even if it doesn't agree with our views.