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Weapons jamming

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nemchenk:
One of the main reasons soldiers carry secondary weapons is in case their primary malfunctions. This is not an issue in UFO:AI, and I think while it simplifies the game, it means we loose another level of gameplay.

What about putting malfunction numbers on a weapon's firemode? Before a shot is made, the jam or malfunction number is checked, and if it is rolled the weapon is now a high-tech club. Could add an "Unjam" firemode on jammed weapons, expensive in TUs.

Would add a reason to carry those Secondary weapons...

What do you think?


nemchenk

Ildamos:


It would make the game frustrating IMO.

"hi-tech club" LOL! Nice one!  ;D

BTAxis:
I also think it would make the game less enjoyable.

nemchenk:
I agree, but only for a given definition of "less enjoyable" :)

Here is how the game would be more enjoyable:
It would give different kinds of weapon different uses: automatic weapons could jam relatively often, while high-tech lasers could be very reliable; secondary weapons would have a use, other than "coolness factor"; squad tactics would become even more important, to ensure that someone with a jammed weapon would have other troopers ready to cover him.

It all depends on your POV :)

Ildamos:


You have a point there with making secondary weapons more usable but gameplay elements that introduce substantial amounts of randomness into a strategy game more often than not mess it up.

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