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Some ideas for an already great game!

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Ridiculan:
Hi all. Thank you very much for bringing back to life a great game!

Here are a few ideas from board gaming that would enrich a turn based game:

In a turn based game, there are ways to "simulate" motion, and get a seamless gameplay using some concepts used in board gaming. I refer to a concept used in a game called ASL (Advanced Squad Leader)

The principle of movement in a turn based game leads to a lot of bisarre situations as one have no control over the character during the opponents turn. One is a opportunity fire system which already is in the game, another is target based modifiers:
When you move a character it could get a "motion" counter, that means the unit is flagged as moving, it will be harder to hit, and it should have penalties shooting. This concept will simulate a moving target is harder to hit than a stationary.
In this game the motion could be at 2 levels.
Slow, when crouching.
Running.
The motion counters should be removed at the start of the owning players turn.

Another idea i want to bring up is borrowing AP from the next turn, building on the AF idea that shooting spent during the opponents turn is subtracted when you start.
If some AP is left, and you want to reload your gun, but only have 10 out of f.ex 15 AP, 10 could be spent this turn, and when the next turn start 5 more could be subtracted at start to finish the reload. This will reduce the "calculator"-gaming that i sometimes do to make sure i dont move too much, or shoot too much and leave any unspent AP to waste.

BTAxis:
In 2.2.1 the RF system does in fact take TUs from the next turn. This is something we very much want to get away from.

Sophisanmus:
Hmm, there is some minor virtue in Ridiculan's "borrowing" idea, though not with respect to shooting.  If certain commands, such as reloading or moving an inventory item could be partially completed one turn, and then finished with TUs from the next turn when that next turn starts, players could have a little more freedom in terms of TU expenditure without altering the RF system to any extent.  Of course, this would only be an option when the action taken would completely deplete the actor's current TU (no "I'm going to save 15 TU for RF, but also spend 5 to start reloading and finish with 5 off the top next turn" crap).

BTAxis:
In my opinion it's the player's responsibility to set up RF with enough ammo. I don't see a point adding a mechanism to reload on the enemy's turn. It's just too complicated.

Mayhem:
He isn't talking about reloading during reaction fire, BT, he is talking about being able to begin a "long" (high TU) action in one turn and finish it in the next.

You might run into cover and want to start reloading, but only have 10 tu left out of the 15 required.  Those 10 TU are currently wasted.  It does make more sense that said soldier could start reloading as soon as he reaches cover, instead of having to wait doing nothing for some arbitary amount of time.

Similarly with a combat medic who rushes over to his patient and has 15 tu left - and can now do nothing with them, having to stand around twiddling his thumbs until the magical "round" passes and he now has 20. 

Reloading and Healing are, however, the only 2 actions that I can see this making sense for.

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