Advantages To This Idea: Requires no rebalancing; has no effect on battle beyond providing the player with information.
... something that improves quality of life and gives the player a tactical advantage, but requires some skill and planning to use and does not directly affect game balance.
IMHO, I'd rather deepen gameplay and provide a more subtle advantage than simply slap a few extra numbers onto that damage roll.
This gives them a tactical benefit in combat (knowledge about the enemy's condition) that does not affect damage or to-hit calculations in any way shape or form...
People keep coming into my thread and suggesting stuff that directly affects game balance; combat rolls, accuracy, damage calculations, statistics... it's starting to get to annoying.
I ask you all this: how many times, and how many ways do I have to say it before someone gets the hint? Look, if you want to suggest your own idea of a benefit to autopsy research that affects game mechanics directly, go ahead. However, please do it another thread.
My idea focuses around
a tactical benefit to autopsy research. Something that directly and meaningfully affects
what tactics you use in the battlescape (how you pick and prioritize targets, and how you choose to deal with them), not something that changes which weapon is the latest FoTV (
Flavor of
The
Version). I'm trying to suggest something that encourages players to think in terms of variety and
not simply spam whatever combination is most uber. And unfortunately, when you just play with damage values, that's just what you do; you're simply changing the name and model and availability of the latest ubergun.
My side-goal is to introduce an idea that does
not affect game balance, requires a minimum of testing, and
hopefully takes a minimum of coding to pull off (preferably by leveraging existing functions whenever possible.)
I realize that simply slapping a modifier onto a damage roll under certain situations is easy to code. But that's not the point of this thread. Anybody could've suggested that. In fact, it seems that since I brought up this topic, everyone and their mother
has. The point of this thread is to provide a benefit to autopsy that totally avoids that line of thinking. On a personal standpoint, I'm very
sick and very
tired of "Nerf this! Buff that!" thinking, especially in
strategy games.
I'm not trying to say you can't suggest counter-ideas. But I
am saying they should at least accomplish all the same things as mine in a better way, if not more. I'm tired of repeating myself.