Combat at a glance
Contrary to some opinions, the development of the game has been started, and contrary to some other, it has not yet finished.
While actually - it’s exactly where we said it is! :-)
To avoid misunderstandings, allow me to explain our philosophy of game development. We believe in quality over quantity, and responsible, reasonable design. This means that we innovate in areas that are yet untouched or require attention/have been done poorly in other games.
We do not, however, force it and reinvent the wheel - the prototype combat system and corresponding UI are based on the best stuff there is - and that is, in our opinion, XCom (2012).
What you see in the images is by no means final.
The temp UI presents mostly the style of the UI. Many buttons are obsolete, several are missing; the weapon images will be replaced as well (see the post on weapon images and perspective). Let us know what you think about the style!
The backbone is a 2 AP system (meaning: each character has 2 action points, all actions, including movement, cost either 1 or 2 APs). That is because it's the most elegant solution out there: it makes all the decisions more important, and the game clearer; you don't have to calculate APs; you never miss "just a few" APs to carry out your plan; you don't have reduntant APs remaining; the pace is faster because you don't get to tiptoe square by square (which is, after all, the safest and most reasonable tactic in most games that allow it). Also, it allows for controller support. And eventual console ports, maybe.
There's a hit chance, but usually it's either high or low. We try to avoid 50/50 situations or anything nearby, because they effectively lead to ineffective try and error, load-try-load-try and so on. We want to push the player to think about reconsidering his position more often than in the other games.
There's one key factor to the hit chance - the sun. Long story short, it lowers your chance to hit if you're facing it.
For all you nerds out there - an excerpt from the design-programming communication documentation:
Sun - global gameplay settings:
- min penalty angle - 0..180 (45) - angle at which penalty is driven to 0
- aimpenalty_min - 0..100 (20) - the minimum aim penalty
- aimpenalty_max - 0..100 (40) - the maximum aim penalty
Sun - per level settings:
- sun power manual override - bool (false) - if false, sun power is calculated from sun angle
- sun power - 0..1 (0.5) - determines the penalty that will be administered if the sun power manual override is on
horizontal sun angle - 0..360 - determines the direction of light (calculated from sun vector)
If shooter is not in shadow: effective angle = angle between shooter-target line and sun horizontal angle
if effective angle < min penalty angle:
angle ratio = effective angle / min penalty angle
(int) blinded buff = (sun power x angle ratio x (aimpenalty_max - aimpenalty_min) ) + aimpenalty_min
Blinded buff is the penalty administered to chance to hit.
The ricochets demand a mention of their own.
There are three ways you will be able to use them:
Option number 1: you can select the ricochet ability, select an object, and the target - someone who has been spotted, but your line of sight is obscured. Fire and the bullet will bounce off the object and towards target, of course considering the chance to hit.
Option number 2: you can select the ricochet ability with manual targeting, aim off the ricocheting object in the direction you think/guess/hope/pray/predict the enemy to be. If you aim correctly (the raycast hits the target) a regular shot is fired.
Option number 3: to some, the funniest: load off a buckshot into a ricocheting object, and the pellets will bounce off and hit everyone standing nearby.
Oh, one more thing - you might notice a parameter that says: "1/2" (bottom left corner of the UI). That's luck. Try and guess what it does and how it works, I hope you'll give us suggestions of things we haven't thought about. Luck is quite an interesting mechanic and I'll leave it for a separate update.
We're also implementing tiny tasty features that will engage the player if he wills it. For example, there's an ability that some characters have that enables a minigame during reloading: if you play it out correctly, the reload takes no APs. For reference, you may recall the "active reload" element from Gears of War.
Comments? Questions? Ideas? Go ahead! What better place than here, what better time than now!
PS. If you wish to promote us a bit - go ahead and use this cutie as your avatar: