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Post by Rico's Roughnecks on Nov 27, 2011 15:23:36 GMT -5
Another minor bug... if you have a target directly next to you to the side and another target in front of you, you can't turn to face the one to the side because you automatically aim at the one in front. The yellow square to turn is over top of the target to your side, so when you press the yellow square the program doesn't think "movement" mode to let you turn, it goes into "attack" mode and of course you can only attack the one in front of you.
But if you have the cp you can spin 270 degrees the other way and attack it
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Post by slayernz on Nov 27, 2011 16:40:45 GMT -5
I agree Rico, wish that there was either a virtual d-pad bottom left/right of the screen so this issue wouldn't be a problem.
Next Turn button Even more, I wish the "Next Turn" button gets changed to "Next Templar", and you have a 2nd button that says "End Phase".
First button will rotate (in consistent order from Captain to last Templar) so you can quickly get your phase 1/phase 2 moves sorted
Second button "End Phase" will do a quick check ... if any Templar still has maximum CP, then a confirmation screen should appear - "One or more Templars have not moved yet. Still want to end this phase? Yes/No" If all knights have had at least one CP consumed, then it should move to next phase without prompting (like the current "Next Turn" does).
Reason for the check - sometimes you forget to move characters, or accidentally bump the button.
Reason for being able to still proceed - sometimes you actually want the Templar to remain in that position.
Range modifiers I've noticed that if an alien is 3 squares away, you have the same percentage chance of hitting it as if it were 1 square away. Is there a hidden calculation that increases the chance of hit if the alien is closer ... or is it in the "to do down the track" type things?
My thoughts ... If weapons range = 3, then: at enemy 2 squares away, that should be your standard attack modifier (eg 65%). at enemy 3 squares away, it should be -5% (60%) at enemy 1 square away, it should be +5% (eg 70%)
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Post by Rico's Roughnecks on Nov 27, 2011 19:37:18 GMT -5
That same 'minor' bug just killed my captain after I completed all goals in secrets of endivius and was making an orderly withdrawal. He ended up with 3cp, a bug to his left and he was facing another bug at range 4... but I couldn't turn to face the bug next to me. The best I could do was back up so the xeno had to move before attacking me. That left 1cp in reserve, which of course vanished due to that other bug, and the xeno got 2 free attacks and killed me.
I'm not really annoyed about it or anything, just a worst case example of how the bugs could combine.
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Post by slayernz on Nov 27, 2011 20:20:34 GMT -5
The bug that steals CP between phase 1 and phase 2 is a bit frustrating. Also, I've noticed that the CP displayed for scouts is the pre-scout-bonus display. IE, if the scout has 6 CP then 1CP as bonus movement, the CP displayed is 6. It would be nice to have it display as 7. On a different note, question about the CP calculation. It's (Q + T) / 3 +3 This means that it take 3 XP to increase 1CP . All other attributes go up per stat increase. Is it intentional to make it really hard to go up in CP? I suppose it is as movement is critical to success. I had something else to raise - but I'll get back to you when I remember I remember now ... So I noticed that the Strength and Quickness stats get locked after a certain number of points. Is seems that the captain has 7 points before it is locked, and the rest of the team have 6 points. Is this correct? If so I'm curious as to why is it locked. I could understand it shifting to +2XP per increase up to 12 points, and then +3XP to 18, etc, but that's not the case.
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Post by gravismetallum on Nov 27, 2011 20:27:11 GMT -5
I was under the impression that the scouts ability is a free forward or turning move,not a bonus cp for movement.
I think displaying a cp you can only use for movement would be needless complication.
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Slide87
Templar
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Post by Slide87 on Nov 27, 2011 20:33:30 GMT -5
mmm,for CP Calculation i honestly like the current system...Yes,it's hard to raise up Templar CPs,but this is normal,in a game where movement is crucial and the movement too^^ IE: if TA'd be as FF Tactics(Less complex maps,no Xenos ;D,A different Movement/Combat phase) it should be easier to increase individual CPs...But the maps are complex,Xenos are after next angle,and anyway Combat phase is more frenetic...So...Too many CPs could make the battle too easy,in my opinion....^_^ What do u think?? =)
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Post by gravismetallum on Nov 27, 2011 20:38:38 GMT -5
Totally agree that raising cp easier would make the game to easy...but if later upgrades add range attacks,suicide bombers, and teleporting to xenos I'd be all for easier cp.
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Post by Rico's Roughnecks on Nov 27, 2011 21:03:43 GMT -5
My observation is that scouts get 1 free forward move. Turning still costs CP but you can turn and then take your free move foward. If you attack and then move, you don't get a free forward. Moving backwards still costs 2cp.
Help says that, but if you look at your stats and your actual CP in game it's q+t/3+4
Yeah 7 for captain 6 for others. I guess it's locked cause otherwise nobody would raise other skills, just those two since they are more important. I assumed that the whole experience system was rudimentary and would be upgraded more like CK with increasing cost later on.
Oh, and CP can't go above 6. My skirmish captain has Quick+Tact of 14 and no armor penalty, so he should have 7cp by q+t/3+3 equation or 8cp going by the q+t/3+4 but still only has 6.
I like the combined move/shoot phase, it feels more realistic than separate phases. And like I said before, if anything I'd like --LESS-- CP with the aliens having less also, so the turns are quicker and you have more chance to react to the enemy instead of running halfway across the map and stabbing them twice before they get a turn.
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Slide87
Templar
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A.S. Roma Lover
Posts: 1,275
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Post by Slide87 on Nov 27, 2011 21:25:18 GMT -5
Totally agree that raising cp easier would make the game to easy...but if later upgrades add range attacks,suicide bombers, and teleporting to xenos I'd be all for easier cp. yes,maybe yes...XD a soft curve increase... ;D And answering to Rico, maybe Scout ability could be extended to moving backwards...Also it's a move,after all...=)
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Post by gravismetallum on Nov 27, 2011 21:40:53 GMT -5
Good observation Rico, I think the scouts first move action should be a free move period...backwards, forwards, or turning. That would make him a bit more useful....don't know if its as equally useful as vet soldier though...
I like the current turn sequence as it is...changeing it to just a few squares and an attack for both sides right? I think that would remove some of the strategy involved and oversimplify combat a bit...or it may be essentially the same thing without the interupts,I like the interupt thing,makes it unique.
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Post by slayernz on Nov 28, 2011 0:15:26 GMT -5
What would be awesome is if the scout had an extra move ... but it was for phase 2 movement ... everyone has 2CP except scout, who has 3CP
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Post by fallen on Nov 28, 2011 11:51:22 GMT -5
@ricos - one note on the bug about turning / firing. if an alien is directly to your side, and you get stuck in an attack against him, End the Attack, and then instead of clicking the square to that side (where the alien is), click a couple of squares to the left (farther away). This should effectively turn you.
Both bugs are on the list and getting worked! Thanks!
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Post by slayernz on Nov 28, 2011 16:54:35 GMT -5
Biiiiiig wish here ... big because it'd require a radical re-write of stuff, which may or may not be appealing depending on how many people are actually in agreement with me. I could be on my own here so in that case a massive change would be out of the question. I was thinking though ... how about some skills addition based on character game play?
My captain obviously runs around favoring his sword, hacking and slashing aliens with impunity. Other soldiers use guns a lot, but I've begun to do the occasional alien-slap if I've got sufficient movement points. It would be great if characters gained 1% of melee attack ability every 2 aliens he killed.
In that vein ... Every successful defend (an alien hits a character but no damage is caused) gets +0.5% to defense. Every successful ranged kill gets 0.2% to ranged (5 alien kills = 1%)
Finally I'd love it if temporarily if you have 5 CP in phase 1, and you don't use any, then the 3 points you had left (before they are removed) at the end of phase 1 would equate to +15% to defense (5% per CP). This is because you've had time to hunker down into a good defensive position. Alternatively, if you have more than 2CP left, your character has the ability to "strike once when in range". So if an alien steps within shooting/sword-slashing range, then you get one an automatic attempt to hit that doesn't use up the 2 remaining CP.
The Aliens should also get that option - if you move within their attack range, they should get automatic 1 attempt to hit. It balances out the power of the Captain sword, AND discourages knights with weapons from going to point-blank range.
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Post by Rico's Roughnecks on Nov 28, 2011 17:35:58 GMT -5
I think it's a great idea... over in the "experience" thread I assume that experience isn't going to remain a straight 1 exp for 1 skill forever and it will take on a more CK formula where we earn more xp (maybe per kill or per objective met) but each skill level increases cost mathematically. Have you devs made any plans about this yet? In addition to the mathematical increase, I also like the concept of getting xp specifically applied to skills you have used. Like, every time you shoot and hit your target you get 1xp toward Ranged or every time the enemy attacks and you dodge, 1xp toward Evade. Obviously this simple version would have Ranged increase much faster than Evade since templars shoot a lot more often than they dodge, but you can adjust that by applying a 5x multiplier to the cost of Ranged or whatever multiplier seems right. So let's say each skill level costs 10xp times your current level. To go from Ranged 2 to 3 would cost 100xp, 100 successful shots on target, but Evade would only require 20xp or 20 successful dodges. That way you can't do what I did in CK and get xp shooting people and use it to improve my hacking skills To conserve ammo, I primarily use hand-to-hand, with 2 teams. The point man uses sword/fists and the backup has his gun ready in case the alien is still standing. Or I'll punch until I get down to 1 or 2cp left and if I have to whip out the gun to finish it off. Cool. Problem solved.
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Post by Rico's Roughnecks on Dec 7, 2011 5:23:10 GMT -5
With the new update, defense CP is a little different but not really any better. the update says "rule change: 1 defense cp" and the help still says you can save 2cp for defense. So what is the rule?
I always thought the intention was that you could save 1 or 2cp and after each of the aliens moves, you got a chance to use your cp to move/fight defensively. The saved cp shouldn't dissappear unless you use it, or until the aliens are done moving (which can be up to 7 moves in one turn) That sounds good to me. Is that the idea?
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