Vigilantes > Suggestions & Feedback
Overwatch, Attacks of Opportunity
Daithi:
Thanks for the ideas. A viable alternative to CTH, will think more about which to use.
Feeling is that overwatch should be automatic, with some control over when to trigger. Otherwise, control will continually pass to player (on every tile the enemy moves), they will decide whether to take the shot or pass. The second approach gives more control, but it's going to undermine pacing and add a lot of clicks, which is going to be frustrating.
Can you give me a bit more on this, Nomad?
If you're going to make Overwatch automatic, please don't get caught up where we have to end turn twice if we don't have enough AP.
Nomad:
--- Quote from: Daithi on July 03, 2017, 11:18:07 AM ---Can you give me a bit more on this, Nomad?
If you're going to make Overwatch automatic, please don't get caught up where we have to end turn twice if we don't have enough AP.
--- End quote ---
Ok, what I meant by this was in reference to:
--- Quote from: Daithi on July 01, 2017, 04:31:26 PM ---Either way, you'll have to press a button to end turn, and it may as well be the overwatch button. Pressing overwatch button is already set up to tell you if there's a condition preventing you entering overwatch (ap, ammo, item condition).
--- End quote ---
From this I took it to mean that the End Turn button may as well set Overwatch (or BE the Overwatch button).
Then you said you've got it set up to tell you if there's a condition preventing Overwatch.
I just wanted to caution having us hitting End Turn and then the game stopping to tell us we don't have enough AP to enter Overwatch and then requiring us to acknowledge the message before continuing. Thus effectively having to hit enter twice to end the turn (once on End Turn and once on the message that we won't be using Overwatch).
Nomad:
And if you DO do something like having the Overwatch trigger be set by range, then I was just envisioning three buttons under the End Turn button that depict (or say) Near or Close, Mid, Far. Two are greyed out and one is active. We click on our preference and whichever is selected is used when we End Turn.
They would be similar to the current setting for Kill/Wound setting, in that they are set per character and then keep the character setting until changed. That way a shotgun character can be set to Near/Close and then forgotten.
When I say "three buttons under the End Turn button" I'm thinking of three small buttons in a line under the larger/longer End Turn. Just a strip that is selected to determine or show the range of engagement.
They could even just have the number of grid spaces that they activate at. Eg: | 3 | 6 | 9 |
Daithi:
Ah, ok, got you. Am a bit slow today (too many late nights this weekend)!
Here's some more info on OW. Let me know if anything's jumping out:
Pressing end turn does not enter overwatch by default. There's an overwatch button on the left panel (the one with reload). There a couple of reasons for this:
1) A player may not want to enter overwatch, but rather conserve AP for next turn. With AP bank and some toughness, it will be possible to carry several extra AP over
2) Will avoid the game accidentally mistaking a regular end turn with overwatch end turn, and displaying message (hey, you don't have enough AP). If you genuinely want to use overwatch, this message will be useful, rather than frustrating
3) Encourages players to think about what weapon, use mode they will overwatch with, rather than reflexively pressing end turn, and perhaps not having enough AP, ammo
On the flip side, there is the possibility of players reflexively ending the turn, instead of pressing overwatch button, but think reason 1) is enough to make separate buttons more attractive.
Currently tidying up the code for overwatch, then will add the threshold to fire, and AI overwatch. May restrict overwatch to certain enemies - seems like a good way to differentiate enemy types.
Daithi:
--- Quote from: Nomad on July 03, 2017, 01:58:20 PM ---And if you DO do something like having the Overwatch trigger be set by range, then I was just envisioning three buttons under the End Turn button that depict (or say) Near or Close, Mid, Far. Two are greyed out and one is active. We click on our preference and whichever is selected is used when we End Turn.
They would be similar to the current setting for Kill/Wound setting, in that they are set per character and then keep the character setting until changed. That way a shotgun character can be set to Near/Close and then forgotten.
When I say "three buttons under the End Turn button" I'm thinking of three small buttons in a line under the larger/longer End Turn. Just a strip that is selected to determine or show the range of engagement.
They could even just have the number of grid spaces that they activate at. Eg: | 3 | 6 | 9 |
--- End quote ---
Was initially thinking of a pop up, but this sounds like a better, less clicky solution.
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