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Post by Rico's Roughnecks on Aug 31, 2012 9:39:45 GMT -5
The field of vision doesn't move with the templar. With each step they take, the range 6 field of vision stays the same. It should adjust with each step so they can always see 6 squares from where they are.
There is a range 2 field that does move with them, but the full range 6 field doesn't adjust itself until sometime during the enemy turn. That means a templar could be standing 3 squares from an enemy and not see him, even if it was a FDF within range and shooting him!
It should be easy to adjust the moving range 2 view to a moving range 6 view...?
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Post by fallen on Aug 31, 2012 10:50:27 GMT -5
rico - the short-range update is by design.
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Post by fallen on Aug 31, 2012 10:51:05 GMT -5
rico - this fog of war helps reinforce the Templar Battle Codes -- stay together, move slowly and surely, stay near the captain, never leave a Brother behind.
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Post by Rico's Roughnecks on Aug 31, 2012 16:31:56 GMT -5
Oh. It seems I am back to my old tricks of reporting a bug that is really developer sadism.
Why not making the moving field range 4, since that is the max range of some weapons? As it is, you can move 3 spaces (which I think is moving slowly and surely) and your range 4 weapon will be beyond your field of view.
Frankly, templar move pretty slowly anyway because of CP limitations. If short vision becomes another limiting factor, the pace may get tedious.
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Post by Cory Trese on Aug 31, 2012 20:04:46 GMT -5
We played a lot with the ranges at different settings, 3/7 4/6, 3/6, 2/5, 2/6, etc.
We felt the current rules added complexity without changing the pace of the game.
Future changes may adjust the ranges for the fog of war, just depends on e-mail and forum posts + our on-going testing and planning ...
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Post by Cory Trese on Aug 31, 2012 20:34:28 GMT -5
I am now testing the change that sets the range of the Templar Sensor kit to the longest range weapon the Templar has. We also want to leave it open to possible Skill and/or Equipment bonuses and we complete the game's item and weapon catalogs.
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Post by Rico's Roughnecks on Aug 31, 2012 22:11:43 GMT -5
Bonus for scouts?
No fog in maps like Vestmarch where templars would have surveillance systems?
The FDF always had a limited sight range. They would not move until a templar came within about 8-10 spaces (I forget the exact number) is their sight range now greater than the templar?
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Post by Cory Trese on Aug 31, 2012 22:57:39 GMT -5
Bonus for scouts? No fog in maps like Vestmarch where templars would have surveillance systems? The FDF always had a limited sight range. They would not move until a templar came within about 8-10 spaces (I forget the exact number) is their sight range now greater than the templar? Great suggestion, we will use that to add more variety to the levels. We need that feature for another game. The FDF sensorkit hasn't been changed and the range of it was considered when we established Templar sensorkit range. The FDF will activate just out of range of the Templar sensorkit (at the same range they did previously.)
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Post by Cory Trese on Aug 31, 2012 22:58:01 GMT -5
we're going to do a bonus for the Chaplain character class
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Post by Rico's Roughnecks on Sept 3, 2012 8:57:17 GMT -5
The templar actually had a sight range of 4 already, before the fog. During the alien turn, if a templar has reserved cp and an alien moved to range 5 in front of him, the templar does not get a chance to act. If the alien moved to range 4, the templar does get to act. This is regardless of weapon range.
I think sight of 4 thru fog is reasonable. 6 would be better IMO but I don't think I can talk you guys into that. Maybe scouts could have sight 6?
Again, I'm not trying to make the game easy. It should be hard and unforgiving, but its not fun having an alien you can't see come out of the dark and attack 5 times while you just stand there
New item: sensor pulse. Can be activated to show a longer sight range. Maybe carried on the suit and costs CP to activte, or a one-use item that is dropped (or thrown?) and remains in place. New weapon: sniper rifle. Relic scope increases range (6? 8?) And sees thru fog, but requires CP or special attack to activate (you spend time laying down and adjusting the scope)
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Post by fallen on Sept 3, 2012 10:12:40 GMT -5
rico - I think I can agree about the point in time in which the fog updates. If it is at the point when you click "Turn" then you would get an update of the fog and be able to use all of your Defensive CP to its full extent. If it is after the aliens have taken their full turn, you may really lose out your Defensive CPs. I will talk with Cory about this one and see if we can resolve. Items, classes, and weapons that affect Fog of War will all be in the works -- thanks for tossing out some early suggestions.
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Post by Rico's Roughnecks on Sept 3, 2012 12:08:30 GMT -5
It updates after the enemy all take their first action. So you can hve your 2cp for reaction and see 6 spaces. But an enemy could shoot you in that first action before you can see him.
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Post by Lt. Hathaway on Sept 3, 2012 20:17:56 GMT -5
Speaking of Templar battle codes, how do you justify starting levels with the squad all scattered? Turns 1-3 are regularly spent grouping up. Is there a coming campaign where we get to track and kill the traitor colonel who has us dropped scattered?
More on topic, my experience is that on highest difficulty, I don't notice fog of war. I have to crawl along at 2 to 3 spaces a turn anyway. It's a little tedious, a sort of sedentary cardio workout.
In my normal difficulty game, I _HATE_ fog of war. I love my scout armored team, springing from corner to corner, running and gunning. It's a lot of fun, and I'm strongly considering rolling back to a previous version to get the fun back.
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Post by Cory Trese on Sept 3, 2012 21:10:07 GMT -5
Speaking of Templar battle codes, how do you justify starting levels with the squad all scattered? Turns 1-3 are regularly spent grouping up. Is there a coming campaign where we get to track and kill the traitor colonel who has us dropped scattered? More on topic, my experience is that on highest difficulty, I don't notice fog of war. I have to crawl along at 2 to 3 spaces a turn anyway. It's a little tedious, a sort of sedentary cardio workout. In my normal difficulty game, I _HATE_ fog of war. I love my scout armored team, springing from corner to corner, running and gunning. It's a lot of fun, and I'm strongly considering rolling back to a previous version to get the fun back. Obviously, we'd be sad if you stopped installing the updates because there are a lot of cool new features coming to Templar Assault. Fog of War is a very important feature to me, as a designer, because it begins to resolve some of the core concerns about tactical variance and AI capabilities. Hopefully you will continue to update and work with us by giving feedback, but obviously we cannot stop you if that is what you choose to do. Future releases will include updated AI rules, more difficulty scaling for the Fog of War and additional items, character classes and rules around the AI and FoW systems. Thanks for posting and I appreciate the input!
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Post by Lt. Hathaway on Sept 4, 2012 14:57:09 GMT -5
Oh, no risk of that!, I have Titanium Backup Pro and multiple rooted devices Seriously, though, you're modifying the game to force one particular style of play/tactics, but you start our squads badly scattered, sometimes singly in multiple parallel hallways? It's a little counterintuitive. Very often there are incoming Xenos before it's possible to group with the Captain.
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