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« on: September 24, 2014, 07:12:31 pm »
A lot of people have criticized the smoke grenades, but how would it be possible to balance the game without altering it too much?
The biggest problem with smoke grenades is that they are totally unbalanced. If you spend most of your time in smoke, every mission is a cakewalk. If you don't use smoke, especially in late game, the game becomes literally impossible to win. Even winning a single mission (having best troops and equipment) with at least 50% survivors is a huge and rare accomplishment. This fits the definition of a game-breaker: a tactic which is so much better than every other, that it never ever becomes an option to use any other tactic. If every mission requires exactly the same recipe, and no other recipe works, the game becomes dull.
So, how to make the game more balanced? Let's see how to reduce the advantage of smoke grenades:
1 - Applying a penalty to every shot which doesn't have a clear sight. It's reasonable, as you can aim much better if you see your target then if only someone tells you in which direction to fire. If you make a step forward, notice a target, make a step back, you can hit your target better if you still see it.
2 - Making the AI a bit smarter, by giving them a small chance to fire a random shot at a smoke cloud if they don't see any other target, or don't have anything better to do. Make this chance a bit higher if they have seen a human enter that cloud last turn. Make it rare enough to not be too effective, and aliens shouldn't actively seek out smoke, just maybe fire a blind shot at them if they happen to encounter one. Of course, only with a low probability, to prevent it from being abused. This way smoke still offers a great protection, but doesn't make you 100% invulnerable.
This, of course, will make the game harder, so other parts might have to be made a little bit easier (or aliens a little bit weaker) to compensate it.
Another way would be to offer viable alternatives, for example, situations where a tactic other than smoke might also be at least somewhat useful.
3 - implementing a possibility to fire from cover. It still troubles me to see that my soldier cannot shoot past a thin lamp post directly in front of him. Even games made freaking 20 years ago (like Jagged Alliance) managed to do it! This way, shooting from a crouched position from behind low cover or from around corners would provide a significant protection, by drastically reducing the chance to be hit. This would make the game more tactical, as you will have to find a way to flank those who are using cover. This might make a game a bit easier as humans might be able to use it better than the AI, so it can be compensated by other factors, or by points 1 and 2 which make the game harder.
While point 3 would be quite difficult to implement, I guess 1 and 2 would be fairly easy.