General > Discussion
New autobattle
H-Hour:
--- Quote from: morse on June 02, 2012, 11:41:18 pm ---If we could express a "difficultiness" of the mission in a floating point value then it'll be really simple to make autobattle results really unsatisfactory for such missions.
--- End quote ---
The difficultiness depends entirely on the player's play style. Some will do well in confined areas, some better in open areas. There's no magical value here.
--- Quote from: morse on June 02, 2012, 11:41:18 pm ---So let's summarize: you likes the idea of using player's statistics to calculate the mission's outcome, but have concerns about player using it too much, so if I will come with some simple way of preventing player autoplaying too much missions - that'll do. Did I miss anything?
--- End quote ---
Not exactly. The player can automission everything if that's what they want to do. I don't care about the frequency of its use. Your plan to decay automission performance actually forces the player to play the battlescape even if they don't want to. What I don't want is to put a smart player in the position of knowing that he ought to choose automission even if he wants to play the battle himself.
Example scenario: I know the fighter_crash map has a high likelihood of my guys dying because they spawn without time to find cover. I don't want to autoresolve, but I know I'll get a better outcome, so I do it anyway.
I'm not sure I like the idea of using player's statistics to calculate the mission's outcome. But I will admit I like the way the general concept addresses the undefinable strategic environment of the battlescape -- the way in which successful performance is not easily reduced to soldier/weapon/map/alien ratings.
TrashMan:
Waht about my proposal H?
geever:
Maybe we should remove the automission possibility completely. neither XCOM 1/2 or 3 had them.... Why do we need it?
-geever
Jon_dArc:
--- Quote from: geever on June 03, 2012, 01:15:26 am ---Maybe we should remove the automission possibility completely. neither XCOM 1/2 or 3 had them.... Why do we need it?
--- End quote ---
There are three reasons I can think of, only one of which is a clear necessity.
1) To work around map bugs during development, like Nokim mentions. This is critical, and really demands more of an "auto-win" kind of automission. I've only skimmed the console commands, though, so maybe one of them has the ability to delete a mission without impacting nation happiness (though ideally you'd be able to collect the stuff, too, so you don't need to wait for a second Corruptor if the first one happens to spawn a bugged mission).
2) To work around the fact that the missions can get pretty dull during the long stretches during which neither the aliens nor Phalanx are introducing any new species or equipment. This is better served by addressing pacing issues.
3) To address the (apparently non-zero) playerbase that prefers the geoscape game to the tactical game. This one's really just a question of audience choice.
~J
H-Hour:
--- Quote from: TrashMan on June 03, 2012, 12:15:06 am ---Waht about my proposal H?
--- End quote ---
I can see what you're trying to accomplish, but I think it makes some pretty big assumptions. I'm not really in favor of a system in which we are supposed to give an arbitrary rating for a map, though I admit that some kind of arbitrary ratings may be unavoidable.
--- Quote from: geever on June 03, 2012, 01:15:26 am ---Maybe we should remove the automission possibility completely. neither XCOM 1/2 or 3 had them.... Why do we need it?
--- End quote ---
On a personal level, I'm a fan of removing it. But as Jon_dArc pointed out, it may serve a large proportion of our players. That's why my main concern is to prevent it from negatively impacting those (like myself) who don't want it. In some ways, the very random outcomes of the current system might actually be a good thing, turning the feature into a liability for those who want to use it but something to be safely avoided for those who don't. This puts the feature's burden on those who use it most -- an outcome that is not ideal but is at least less intrusive on the intended game mechanics.
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