Difference between revisions of "Gameplay Proposals/Laser Effect"

From UFO:AI
(Added suggestion on methodology)
 
 
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I propose keeping the damage calculations as they are with three chances to hit or miss, and just change the animation to a single beam that fires for the length of time it currently takes to fire the three-shot burst. The damage will the vary depending on whether the damage calculations determined 1, 2, or 3 hits. This is believable because in real life the target is moving (in the process of running, dodging, etc.) With 0 hits the beam should visibly miss.
 
I propose keeping the damage calculations as they are with three chances to hit or miss, and just change the animation to a single beam that fires for the length of time it currently takes to fire the three-shot burst. The damage will the vary depending on whether the damage calculations determined 1, 2, or 3 hits. This is believable because in real life the target is moving (in the process of running, dodging, etc.) With 0 hits the beam should visibly miss.
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[[Category:Proposals]]

Latest revision as of 09:47, 13 August 2013

Currently the Laser weapons have a firing mode that fires a single shot and a second mode that fires three shots. The names of the firing modes imply that the Laser is actually firing a single shot for a longer duration rather than a burst. It would be nice if a longer duration laser effect could be added in place of the three shots.

I propose keeping the damage calculations as they are with three chances to hit or miss, and just change the animation to a single beam that fires for the length of time it currently takes to fire the three-shot burst. The damage will the vary depending on whether the damage calculations determined 1, 2, or 3 hits. This is believable because in real life the target is moving (in the process of running, dodging, etc.) With 0 hits the beam should visibly miss.