NKF, on 26th November 2009, 8:44am, said:
How about a sliding accuracy/TU cost system for single shots, so snaps would just be attacks on one end of the scale (low TUs) at the base accuracy, and the more TUs you allocate to it, the more accurate the shot.
Sounds like a good way to implement the aimed shot and add a little variety but the main concern here would be that we don't want to complicate the interface too much so would have to be careful how this is implemented. The last thing we want is for someone to select their weapon and be faced with three fire modes and then select a fire mode and be given 3 more options and then an option to assign how many TUs to assign and one for how many rounds etc. If we were to implement different speeds of aimed shot which is essentially what we're discussing here then I'd advise we have a finite number of options to do so rather than a sliding scale of percentages with 100 differnt options! Say we used a 'quick', 'standard' and 'sharp' shot option to allow for 30,60 and 90% accuracy and TU modifiers respectively. (all numbers are random as usual)
NKF, on 26th November 2009, 8:44am, said:
Bursts would have to have a separate attack option as, depending on the weapon, you can do short 3 round bursts or fully automatic weapons would empty their ammo hopper. Perhaps a similar option, but one that controls the proportion of bullets spent in addition to the amount of TUs spent to fire them all (base TU weapon operation cost + TUs for the bullets). No accuracy bonus beyond the base burst accuracy. Accuracy lost from recoil per bullet could fit in their somewhere. It does sound strange to be be able to adjust exactly how many bullets are spent, but maybe some randomness such as +/- a one or two bullets can be thrown in.
There are already two seperate options NKF, this is what the burst and continuous fire options refer too. Burst fire is a 3-5 shot burst followed by a pause for example while continuous fire has no pause but becomes less accurate the longer it is in use. I can think of two ways to control the no. of bullets spent when using fully automatic fire which is essentially one fof RT and another for TB gameplay modes.
In turnbased gameplay the fully automatic fire could work in an identical sense to the burst fire mode shooting a random 3-5 times and then stopping to allow further orders to be given. This would require fewer TUs than a standard burst shot because the soldier has not paused after firing and therefore is technically still shooting the weapon. Now our soldier can do one of two things. Either he can be given another fully-automatic fire command which will see him fire another 3-5 shots as before but this will not be a new order, rather it will be the continuation of his previous fully-automatic fire order and therefore his accuracy will be reduced again. The effect of this is that every time the player selects to fire in fully-automatic mode a small accuracy handicap is imposed on them to represent the fact that non-stop recoil is making it harder and harder to control the weapon. Let's throw in a value of -1% to accuracy per shot fired. So the first round he fires 4 shots and his accuracy is reduced by -4% which will remain in play until the troop carries out an order other than fully-automatic fire. If the troop does us fully-automatic fire mode again immediately after this first round then there will be a further penalty imposed. So his second burst would already be affected by the -4% accuracy penalty imposed by the first burst and it will also impose a further penalty of -1% per round. So say the second burst consists of 3 more shots. His third burst (assuming there is one) will be carried out with a penalty of -7% to accuracy and so on. This will continue until either the player issues an alternate order or the magazine runs dry. In either case the penalty will be removed and play will continue as normal.
In realtime gameplay fully automatic fire simply does what it says on the tin and fires at the target until the magazine runs dry (with the same -1% per shot penalty for accuracy) but of course this gives us a problem if the target dies with the first round and the magazine was full. So in this case it's not quite as clear cut as it was in TB mode and we need to introduce a new factor into gameplay to save our soldiers some ammo! This would be to use one of the soldiers base statistics (maybe something along the lines of 'awareness') to determine how much ammunition should be expended to accomplish the desired goal. So when we select our soldier in real-time and issue a fully-automatic fire order they will continue to fire until either the target is dead or the hopper is empty and then automatically stop. This is self-explanatroy in the case of an empty clip but for the aforementioned scenario when the first shot kills we don't want out trooper to destroy the corpse with another 30 rounds before stopping. So after every round is fired the soldier takes a check against it's awareness stat to see if he notices any changes to his target. If the target is dead and the trooper passes an awareness check then they will realise the target is down and cease fire without expending the entire magazine. This new factor can effectively be used for TB too but due to the fact our soldier will have limited TUs in TB mode it may be best to stick with the model previously mentioned for it to save running out before the target is dead..
NKF, on 26th November 2009, 8:44am, said:
Not sure how it would be best implemented. Perhaps a percentage slide control bar (attached to each soldier - or a grouped selection of soldiers, with game options to have them remain or reset each turn). For those that want quick results, they could even get a few pre-set selection buttons next to it. It does result in only two distinct attacks - single shot and burst.
Hence it would ultimately be a step backwards as far as a simple interface goes wouldn't it? Why have only 2 modes of fire but then have each one subdivided into further modes when we can feature just one more fire-mode and save having to introduce sliders and such on an additional setting? I think our three fire modes will either be accessed in a similar way to those in the original games or the list will be displayed when the player right-clicks in the battlescape thus bringing up a menu. This would save on excess cursor movement from the screen to the weapon and make for a quicker battlefield resolution by assigning the LMB to selection and movement and the RMB to combat initiation.
NKF, on 26th November 2009, 8:44am, said:
Actually adapting this from a energy weapon overcharge concept I'm meddling with (aka "I think it would've been better if they'd done it this way"). Imagine System Shock II's overcharge setting for energy weapons, but with an analogue power selector rather than absolute settings (normal/double strength).
I haven't even thought about how all of the above relates to non-projectile weapons just yet but then to be honest I can't have that discussed here without giving away what other weapon sets will be featured so as of right now I can neither confirm or deny that we'll even be using energy weapons! I can guarantee we won't be limited to one set of weapons however and many weapons have a number of counterparts which if desired can be selected specifically as a part of non-essential micro-management for those players wishing for a more in-depth gaming experience.