Vigilantes > Suggestions & Feedback
Delaying Action
Nomad:
As the AI has numbers... I personally don't see the point in the AI delaying an action.
All that will do is slow down the flow of combat. The AI has their turn and they delay their turn. Then the AI will have their turn again. If more than one AI does it, then it really starts to add time waiting for the AI to actually DO something. They may as well just do it.
ushas:
Oh, sorry, thought that Daithi were talking about the AI before. Sure, everybody delaying indefinitely would be fun.
But it's not about directing the flow of battle for others, only for yourself. That would be a cowardly leader, tbh.
Careful where injecting little tensions. Let me express how great is to have hands slippery: :(
Reason: X% chance of negating cost changes how it goes. I will simply not factor that into decision because even when it works 3/4 times it's not reliable. So if delay is needed will still reserve required AP as before. If the perk procs, nice, perhaps will change something perhaps not. But the perceived worth of the perk went steeply down, likewise the tension.
I have a feeling that Nomad and me, unless testing it, we boost Fleetness seeing how powerful it is. So often have own allies all on the front of the queue, then enemies. That's the best position, of course. Acting first on the initiative is the most important. With the delay I can easily see myself shuffling allies around themselves to coordinate efforts.
Starting to think the zero cost perk wouldn't be so powerful. Indeed, delaying can help lure enemies and the zero cost has free will, but I would argue seeing the maps, that enemies often need only 1-2 turns to get into good position. Actually, you would even have to give AP to persuade us to delay in the middle of fire (here's some tension).
In other words, even 0AP cost is fairly situational.
Btw. does it work like if having enough AP can delay till the next own turn? Meaning being at the end of the queue will postpone me into the next round, like continuous thing.
Suggestion: add arrows to the beginning and end of the portraits to let us look up where all units sit at the initiative.
--- Quote from: Daithi ---God knows where Ushas would try to drop the portraits in order to break the game
--- End quote ---
Don't need to pray I'll tell: pick as many portraits as possible, alt+tab out of game, drag it over the bin on desktop, drop.
ushas:
Ok so according to v18, the answer to this
--- Quote from: ushas ---Btw. does it work like if having enough AP can delay till the next own turn? Meaning being at the end of the queue will postpone me into the next round, like continuous thing.
--- End quote ---
is nope. I'm having Sam with low initiative and despite his next turn is far away, it says "The end of initiative list: can not delay turn". So a character at the end of queue will never be able to use delay... I'm asking cause thought you're implementing 1AP cost to go away from initiative or other dependence.
As for 1 AP cost... I must admit, feels restrictive right now. The only one who can use it on my team is Elena: high initiative, Max AP 9 and AP per turn 8. She is the fast one, yet even one position feels expensive, apart testing not used much. Not saying the cost must go away, only giving the preliminary feedback. The situation is similar to what I wrote about armours, just not so tough.
Daithi:
Yep, you can't delay if in last position. Without the cost, it allows you to (with high initiative) to always act when it's most advantageous, and using it a lot slows the pacing. This wasn't really intended to be useful for all characters in all situations. 1 AP cost will likely be removed or have a low chance to be applied with leadership perk.
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