General > Discussion
Essence of XCOM-UFO.
nerf5000:
Edit: DELETED
WHOOPS, looks like I somehow cross-posted here...
original here: http://ufoai.ninex.info/forum/index.php?topic=3751.msg27636#msg27636
Sirine:
@nerf5000: I love the % system. It make me 'count' my steps... annoyed but true.
turn 45 degree -1 TU,
turn 90 degree -2 TU,
crouch -4 TU, standup after crouch -8 TU,
walk 1 tile......etc... some "game experice" af how should a turn base works.
Most of the time... I'm having the below scenario.
-Opss.. shxxt, I miss 1 TU to throw that grenade...
-Opss.. bump into an alien room without enought TU to backoff.
-Opss.. wait at the door and get shot down next turn...
-Opss.. I only have 2 shot left... and there are 3 of them...and no-way to switch to grenade...not enought TU.
-Opss.. where the hack that shot come from? (Mostly counter at night mission.)
-Shxxt.. I shot it. It blows up. If I don't shot it, It shot at me next turn... I'm definitely dead...(==")
-Bump into a room full with alien. Burst Shot 3 hits... 3 alien reaction fire back 9 deadly hits!
-Try to throw a grenade... activate the grenade... open the door...Opps...get reaction shot, drop unconsious, next turn...Kabooooommm....
nerf5000:
Sirine:
Not sure how having percentages OR fixed TU for usage changes the scenario that you wrote down. In the end it works the same as you described since the soldier level doesn't change in mission. The difference is that at start of mission you have to check how much TUs every shot will take for all your soldiers, which doesn't add anything to the game at all and subtracts from immersion in my opinion.
Now if you have a soldier that has more TUs and can fire 3 times, instead of always 2 no matter what, you are tempted to send him to the front. But he's also your skilled veteran... that creates suspense and tactical choices! :)
Sirine:
@nerf5000: erm.... sorry... not really get what you means...
--- Quote ---how having percentages OR fixed TU for usage changes the scenario that you wrote down.In the end it works the same as you described since the soldier level doesn't change in mission.
--- End quote ---
For my undestanding:- you means, having fixed TU for firing and % for firing are the same in the above scenario.
Well, theoretically=yes, practically=No. Play the Xcom1 yourself, and you will know why.
nerf5000:
Ok now I don't get it, where below does it change based on % vs fixed TU usage for weapons?:
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ---turn 45 degree -1 TU,
--- End quote ---
same, not a weapon
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ---turn 90 degree -2 TU,
--- End quote ---
same, not a weapon
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ---crouch -4 TU, standup after crouch -8 TU,
--- End quote ---
same, not a weapon
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ---walk 1 tile......etc... some "game experice" af how should a turn base works.
--- End quote ---
same, not a weapon
so far nothing changes
now assuming you know how many TUs it takes to fire (you checked at the begining) it continues to be the same exact experience in both cases
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Opss.. shxxt, I miss 1 TU to throw that grenade...
--- End quote ---
same assuming you are paying attention to how many TUs you have... doesn't matter if it takes 5 or 7 or 27TU to throw
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Opss.. bump into an alien room without enought TU to backoff.
--- End quote ---
same, you're not shooting in this scenario
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Opss.. wait at the door and get shot down next turn...
--- End quote ---
same, alien accuracy is not based on your weapons TU usage
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Opss.. I only have 2 shot left... and there are 3 of them...and no-way to switch to grenade...not enought TU.
--- End quote ---
same if you used up your TUs, however the one exception is if your super elite is in the front and can fire 3 times... chances are he won't get all three anyway and get shot in the face and there goes the super elite... so yeah, wouldn't do that
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Opss.. where the hack that shot come from? (Mostly counter at night mission.)
--- End quote ---
same, not dependent on TUs but LOS
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Shxxt.. I shot it. It blows up. If I don't shot it, It shot at me next turn... I'm definitely dead...(==")
--- End quote ---
same, not dependent on TUs whether the alien blows up or not
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Bump into a room full with alien. Burst Shot 3 hits... 3 alien reaction fire back 9 deadly hits!
--- End quote ---
same, not dependent on TUs (bad planning, you know they will shoot back so should have brought friends)
--- Quote from: Sirine on June 25, 2009, 03:54:00 am ----Try to throw a grenade... activate the grenade... open the door...Opps...get reaction shot, drop unconsious, next turn...Kabooooommm....
--- End quote ---
same, not dependent on TUs but reaction fire (even if throw is 0Tu the guy is already unconscious)
therefore my reply:
none of these scenarios change based on using fixed TUs, except for introducing one rather cool tactical choice (send expensive unit to the front or not)
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