|
Post by beuns on Oct 24, 2013 21:26:19 GMT -5
Yeah, non-cluttered is always a good thing. That's one main reason I think that confirmation should only be done in combat, exploration and "free" movement should be as minimalist as possible. I totaly agree with that. If it is possible, I don't want to be punish for having big fingers in combat but I want to explore the dugeon as I want.
|
|
|
Post by Deleted on Oct 24, 2013 22:21:57 GMT -5
First tap: shows the pathing that will take the character to the location Second tap: moves the character. This would be my preference if it was possible. I wouldn't really want a big confirmation button popping up all the time - but then again the number of mis-clicks I've made (even using the big screen on my laptop) is getting pretty large!
|
|
|
Post by nails on Oct 25, 2013 5:45:54 GMT -5
would it be possible to add a warning at the end of a combat round if one or more of your party has 2+ AP remaining? something like
1 or more of your party has more than 1AP unused. End combat anyway?
|
|
|
Post by nails on Oct 25, 2013 5:52:06 GMT -5
one more on movement:
Maybe this is there already and I haven't noticed, but if you are standing next to an enemy and move away in combat, the minimum is that it should take double the AP to move. harder would be the enemy gets a free shot at you as you leave. maybe lower percentage or something.
|
|
|
Post by Deleted on Oct 25, 2013 7:23:24 GMT -5
would it be possible to add a warning at the end of a combat round if one or more of your party has 2+ AP remaining? something like 1 or more of your party has more than 1AP unused. End combat anyway? I like this idea, maybe instead of an message an exclamation mark could appear by characters that still have AP left, and clicking on the end turn button again would end it. That way it doesn't clutter the interface. I also have a suggestion: when I select a talent (such as loose) I only want to use the talent, not move. However, if I misclick on a tile next to the monster by accident my character will move there, using up AP and leaving them exposed. Once I've selected a talent would it be possible to only select targets instead of moving?
|
|
|
Post by beuns on Oct 25, 2013 7:55:15 GMT -5
I +1 the idea about disabling movement when a talent is selected.
|
|
|
Post by evmaker on Oct 25, 2013 8:08:34 GMT -5
+1 on the not moving when a talent is active also
|
|
|
Post by fallen on Oct 25, 2013 8:22:18 GMT -5
would it be possible to add a warning at the end of a combat round if one or more of your party has 2+ AP remaining? something like 1 or more of your party has more than 1AP unused. End combat anyway? I like this idea, maybe instead of an message an exclamation mark could appear by characters that still have AP left, and clicking on the end turn button again would end it. That way it doesn't clutter the interface. I also have a suggestion: when I select a talent (such as loose) I only want to use the talent, not move. However, if I misclick on a tile next to the monster by accident my character will move there, using up AP and leaving them exposed. Once I've selected a talent would it be possible to only select targets instead of moving? That issue would be cleanly solved by movement confirmation! We are playing around with adding it now.
|
|
|
Post by nails on Oct 25, 2013 9:31:19 GMT -5
I like this idea, maybe instead of an message an exclamation mark could appear by characters that still have AP left, and clicking on the end turn button again would end it. That way it doesn't clutter the interface. I also have a suggestion: when I select a talent (such as loose) I only want to use the talent, not move. However, if I misclick on a tile next to the monster by accident my character will move there, using up AP and leaving them exposed. Once I've selected a talent would it be possible to only select targets instead of moving? That issue would be cleanly solved by movement confirmation! We are playing around with adding it now. Would it? Unless you decide to make it so that you get one walking "move" per round, I could still have AP left.
|
|
|
Post by nails on Oct 25, 2013 9:31:49 GMT -5
So no one want to touch the zone of control thing huh?
|
|
|
Post by fallen on Oct 25, 2013 11:17:06 GMT -5
nails - sorry, I should have shortened my quote. Having move confirmation would help avoid you trying to attack a monster with Loose and then accidentally missing and moving instead. If you touched and missed the monster with Loose, you'd get the confirmation phase of moving ... then you'd have to touch again to fail to attack the monster with Loose and move instead. There are currently no plans to add zone of control rules to the game. Cory and I will talk about it ... would certainly increase the tactical juggle you'd have to keep going and avoid threading a bit.
|
|
|
Post by hosh on Oct 25, 2013 14:27:21 GMT -5
So no one want to touch the zone of control thing huh? Zone of control being, what, a generalized overwatch mechanism? I find something like that useful when playing something like Shadowrun Returns, especially when overwatch interrupts an initiative turn -- like the way traps will drain AP when first triggered. It also allows you to move through an area using bounding overwatch. On Nightmare, I have not used the group movement thing once -- can't, the monsters are too dangerous to blunder you way through. It would be very nice to have but I can live without it.
|
|
|
Post by nails on Oct 25, 2013 16:10:57 GMT -5
So no one want to touch the zone of control thing huh? Zone of control being, what, a generalized overwatch mechanism? I find something like that useful when playing something like Shadowrun Returns, especially when overwatch interrupts an initiative turn -- like the way traps will drain AP when first triggered. It also allows you to move through an area using bounding overwatch. On Nightmare, I have not used the group movement thing once -- can't, the monsters are too dangerous to blunder you way through. It would be very nice to have but I can live without it. kind of like overwatch. but more like a penalty of a sort for disengaging one enemy to either run away or go to attack elsewhere. The penalty being a greater reduction in AP for doing it or the opponent gets a free shot at your back while you turn tail. the other part of ZOC would be something similar to Battle for Wesnoth. Walking through the ZOC is the prohibitive part. the ZOC is like glue.
|
|
|
Post by evmaker on Oct 25, 2013 16:30:13 GMT -5
So no one want to touch the zone of control thing huh? Zone of control being, what, a generalized overwatch mechanism? I find something like that useful when playing something like Shadowrun Returns, especially when overwatch interrupts an initiative turn -- like the way traps will drain AP when first triggered. It also allows you to move through an area using bounding overwatch. On Nightmare, I have not used the group movement thing once -- can't, the monsters are too dangerous to blunder you way through. It would be very nice to have but I can live without it. Overwatch would be neat to have, but Zone of Control is more like the enemies 'area control' per se. I don't know if you've ever played a civilization game (or alot of turn-based civ games like Alpha Centauri), but generally you can't move into the spaces adjacent to an enemy without declaring hostilities, and if there are hostilities, then there are other special rules like the before mentioned they might get an initiative type attack on you, or if you try to 'escape' from an adjacent space by an enemy then they might get an attack off on you. Essentially the idea as proposed by nails as I understand it is like the latter, if you are in an adjacent space to an enemy and try to move away from them, then to either double the required AP cost (so two AP for that move instead of one), and/or give them a chance to strike at you before you move out of range.
|
|
|
Post by nails on Oct 25, 2013 18:15:18 GMT -5
Zone of control being, what, a generalized overwatch mechanism? I find something like that useful when playing something like Shadowrun Returns, especially when overwatch interrupts an initiative turn -- like the way traps will drain AP when first triggered. It also allows you to move through an area using bounding overwatch. On Nightmare, I have not used the group movement thing once -- can't, the monsters are too dangerous to blunder you way through. It would be very nice to have but I can live without it. Overwatch would be neat to have, but Zone of Control is more like the enemies 'area control' per se. I don't know if you've ever played a civilization game (or alot of turn-based civ games like Alpha Centauri), but generally you can't move into the spaces adjacent to an enemy without declaring hostilities, and if there are hostilities, then there are other special rules like the before mentioned they might get an initiative type attack on you, or if you try to 'escape' from an adjacent space by an enemy then they might get an attack off on you. Essentially the idea as proposed by nails as I understand it is like the latter, if you are in an adjacent space to an enemy and try to move away from them, then to either double the required AP cost (so two AP for that move instead of one), and/or give them a chance to strike at you before you move out of range. This. It would give a good reason to keep AP. Or make that one AP viable. Maybe the free attack is only for half damage.
|
|