General > Discussion
New autobattle
geever:
--- Quote from: Jon_dArc on June 03, 2012, 03:02:04 pm ---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.
--- End quote ---
Your reasoning if wrong .We should NOT implement a feature to workaround a bug but fix the bug.
--- Quote from: Jon_dArc on June 03, 2012, 03:02:04 pm ---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.
--- End quote ---
The same as above. The fact that content is yet missing doesn't justify the need of the automissions.
--- Quote from: Jon_dArc on June 03, 2012, 03:02:04 pm ---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.
--- End quote ---
I prefer the geoscape game either. But the game would be boring if I only did fast-forward, start research, send ship stuff and the core of the game is the battlescape.
-geever
morse:
Looks like the controversy behind autoresolve feature just revealed itself: you just do not know why (or even if) do you want it in the first place. As soon as you answer to that question, it'll be much clearer what kind (if any) of autoresolve mechanism do you want.
I agree with geever on the matter that the geoscape is the crucial part of the game, so it'll be a really stupid idea to implement the autoresolve mechanism which will allow to skip ground missions completely.
The autoresolve as a fix for mission dullness can be addressed by other means: 1) make missions more difficult. Not as much as, for instance, in XCOM-1, as we do not have the ability to save during it, but twice as many aliens per mission as we have now won't hurt. Also, the situation when in the beginning of the mission soldiers and aliens are standing face-to-face at the distance of couple of squares should be avoided, IMHO. 2) make less missions. For now, every single downed UFO generate a mission (if not downed in water). If you introduce some early researchable air weapon which will disintegrate smaller UFOs, it'll reduce the number of "dull" missions much.
H-Hour:
--- Quote from: morse on June 03, 2012, 08:33:41 pm ---1) make missions more difficult. Not as much as, for instance, in XCOM-1, as we do not have the ability to save during it, but twice as many aliens per mission as we have now won't hurt.
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This is something I really hope to adjust in the future. More soldiers to start with, but more difficult missions where you could lose half your squad if you're not careful. :)
TrashMan:
You can loose half of your squad even now to a unlucky dice roll...
Remove the HP restoring medikit and you'll see death rates skyrocket.
Intor:
--- Quote from: morse on June 03, 2012, 08:33:41 pm ---[...] The autoresolve as a fix for mission dullness can be addressed by other means:[...] it'll reduce the number of "dull" missions much.
--- End quote ---
3) A very small chance of a special reward upon completion of each mission (without auto resolve). Some of those would only be available if certain conditions are met. Examples:
* Some ufo's could be carrying abducted civilians. For each civilian rescued, give a 1% chance of "recruiting" him into your ranks. Basically they would become available for hire after the mission, with their unit type based on what you might need the most, e.g. if you've recruited all the soldiers for this month but have plenty of the other employee types available for hire, there's a good chance the new recruit would be a soldier.
* If you manage to capture the ufo within a certain number of rounds, there is a small chance you could recover some data from its computer (provided you've completed the necessary research). The number of rounds could depend on the size of the ufo and its condition. The data recovered could for example spawn a single large (or some special type) ufo on the geospace and allow you to track it even if it's outside the range of your radar, or it could even reveal the location of an alien base, though that would be rare. Perhaps it could even boost a single research topic on alien tech, chosen at random.
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