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Overwatch, Attacks of Opportunity

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Daithi:
New Xcom has similar overwatch to the old one, except it triggers regardless of CTH, and is guaranteed to trigger, regardless of facing/initiative. (You could set a minimum CTH to trigger in old one, right?)

Have made surprisingly good progress with overwatch yesterday - there's a working prototype for ranged overwatch. Some outcomes haven't been handled yet and there are some limitations. These might be possible to remove, but it's going to take considerably more time and I'm not sure it's worthwhile. The limitation is only one attack can be made per tile the enemy moves. So if you have 2 overwatchers and the enemy moves 1 tile and launches a melee attack, only 1 shot will be fired.

Going to look at melee overwatch today: if an enemy moves to an adjacent tile, and you have overwatched with a melee weapon, you can attack before they do. Then attacks of opportunity....

Now that you mention it, am sort of curious as to whether overwatch or initiative order changes would be harder to code... If overwatch goes well, will look at initiative queue - though am considering unlocking this as a leadership perk.



Nomad:
Leadership Perk sounds like the way to go.
That way you could leave the limitation of 1 attack per tile moved and write it up as a limitation of the Perk.

Can the game calculate which attacker has the higher hit chance and use them, or is it random who shoots if a target only moves 1 tile?

ushas:
Thanks for info. Glad to hear it goes well.

Just to recap what I'm recalling:
If the actor does something to trigger reaction and he is in the position to defend-react (eg. they are facing each other), then actor's and reactor's initiative scores are compared (~Reactions stat times fraction of TU reserved). If the actor's is higher nothing happens (or in some games even he can shoot). If the reactor's score is higher though (or there is no defense) he will fire. Not sure about CTH, thought it was just used for the shot itself.

Not particularly happy about limitations, but you can make a feature out of them:) As Nomad mentioned,  CTH (or/and initiative) of applicable overwatchers can be compared to determine the one who fires. But others haven't used their AP yet, right, thus they're sequentially reacting as trigger events go. You know, everybody discharging at the first one is a limitation on its own, never liked that rule. It's all about presentation...

Sounds that you're making overwatch as something pro-active. Does it mean ending the turn with enough AP for the current weapon+mode setup isn't sufficient for to be regarded as an overwatcher?


--- Quote from: Daithi ---Now that you mention it, am sort of curious as to whether overwatch or initiative order changes would be harder to code... If overwatch goes well, will look at initiative queue - though am considering unlocking this as a leadership perk
--- End quote ---
May all coding go smoothly and errorless!                                    (I bet on initiative)

Depends if a core or addition. Introducing additional features gradually is actually good. Then a perk works well. Initially imagined a sort of wait button that moves by 1 position in the queue (how many times can wait depends on some stats perhaps), but as a leadership perk, hm... Will a leader shuffle the whole party order?   

Daithi:
The limitation of 1 attack per tile moved is gone now. And have a basic implementation of melee overwatch working.

@ Nomad - it's a possibility, and while logical, I don't think it will have much impact on how the system works. Currently set to melee first, then ranged, in order that characters entered overwatch.The thing that's jumping out about ranged overwatch is setting a minimum CTH before shot triggers, otherwise, you'll take really low CTH shots at distant enemies, and overwatch may be used up by the time the closer ones move.

@ Ushas: That's pretty much how I'd remember it with X-com. 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). If the initiative order change is added, am starting to think that it could be available to all players at an AP cost, maybe 1, which could be removed by the leadership perk.

Nomad:
You could just have three Overwatch presets based on distance. Near, Mid and Far.
Shotgun players would likely prefer Near, small calibre weapons would be Mid and snipers and/or high accuracy shooters could choose far. Or if it's early and enemies are still closing from distance and you just want a free shot off, then Far works then too.
This way it's just a distance check. Did the enemy move within X number of tiles from the Overwatcher?
It won't matter what the attackers skill is over distance.

I don't know if that would make a difference as far as implementation difficulty.

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.
Actually... if you're going to make it automatic, then you don't need any warnings about AP. They just become attacks of opportunity. If the character has enough AP left over, then they'll take a shot at someone moving within their player-set control area (Near, Mid, Far).

Just some thoughts.

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