First, a couple of last energy weapons vids. I adjusted the projectiles so they're invisible when too close to the attacker firing them only after making these vids, so the gatling laser one looks a bit silly.
For pulse weapons, I thought it would be amusing to have an trailing effect: once the projectile reaches its destination (which as you'll see can just be an empty hex), it "chooses" a target from a cone that's constructed behind it. This means you can, with some effort, get to targets behind walls. I'll need to put together something that lets you see the exact hexes an attack can reach for this type of weapon (and burst and explosives obvs):
For plasma weapons, I thought it could be interesting to have splash damage translated as a "puddle" that does damage the next (couple of) round(s) to those standing on it. A possible alt-fire would create a larger puddle, and would be hex-based rather than target-based:
I felt the gatling laser should be mechanically similar to other laser weapons (including rudimentary wall ricochets); looks a bit iffy but eh:
All in all I'm pretty satisfied with the variety in energy weapons now (I've also put in the Spasm Gun from FOT, which'll mostly be about status effects and becomes more effective based on the target's perception and intelligence).
I've also decided to take another look at my to hit formula, which is hopelessly convoluted and would be very hard to integrate with all the new combat features made possible anyway.
Let's restate the main problem with the vanilla to hit formula: it's a system that (when you're being generous) only really worked as intended for a very short period in the early mid-game, when there's an actual decision to be made whether or not to try a high risk called shot or a low-risk uncalled one. For the vast majority of the game, there's no meaningful choice to be made and you transition fairly quickly from no-brain uncalled to no-brain eye-crits (or, for fast shot, there isn't even any type of transition).
The reason for this is of course that as you get better at hitting the enemy, the enemy doesn't get (much) better at dodging those attacks. The devs tried half-heartedly to balance this by implementing D&D-type silliness of better armor making you harder to hit, but this doesn't accomplish much in practice.
Now, given that in my mod, heavy armor makes you easier to hit in most cases, this to hit chance issue would become even more glaring, if not for the following steps that solve everything in my head:
- AP's spent to aim. You get a very large to hit penalty for trying to attack at the minimum AP cost.
- Movement and attack AP's are separated. You can "simultaneously" attack and move, but at a significant to hit penalty for each hex moved.
- Missing one bodypart can result in hitting an adjacent one (especially extremely hard to hit "embedded" bodyparts will often result in hitting, e.g., the head instead).
So now when you have:
- A very good shot: you can spend the bare minimum of AP's and move around while attacking (which, unlike heavier armor, does make you harder to hit), or spend time "concentrating" (the equivalent of the unused AP defense bonus in the vanilla game, except it now doesn't cost AP's, just a to hit penalty). Or you can spend a lot of AP's to aim for the eyes and have an almost certain chance of hitting them.
- A very bad shot: you need to spend a significant amount of AP's to get a good to hit chance, and need to spend the maximum to have a chance of hitting a hard to hit bodypart (and even then probably hitting an adjacent one).
The big advantage of the way it works in my creative mind is that this makes combat decisions such as whether or not to go for the eyes prevalent throughout the game.
I would also like burst (and perhaps explosions) to work roughly the same mechanically as single shots in this regard. In vanilla bursts worked in a weird way THC-wise, with 1/8th of the bullets having their THC calculated "normally" for the intended target, and the rest working with an odd knockout system where a single miss would result in every subsequent bullet in the list missing as well.
I would like every single bullet in the burst to work according to the same rules as for a single shot, which produces a conceptual problem, namely that every burst bullet is treated as an "intended" attack, rather than simply the result of spray, and why would Ian intentionally burst your back?
I'm still not sure how to deal with this, but the general idea I have is that you no longer aim your burst at one enemy, but at everyone within a certain area whose size you can change. Thus, Ian will still probably burst you to bits when you're standing right in front of him, but this will be unintended and the result of bursting many rounds steadily reducing his aim (and thus not mechanically different from him hitting you in the back when trying a difficult single shot at an enemy behind you).
Any thoughts (also on the energy weapons)?
For pulse weapons, I thought it would be amusing to have an trailing effect: once the projectile reaches its destination (which as you'll see can just be an empty hex), it "chooses" a target from a cone that's constructed behind it. This means you can, with some effort, get to targets behind walls. I'll need to put together something that lets you see the exact hexes an attack can reach for this type of weapon (and burst and explosives obvs):
For plasma weapons, I thought it could be interesting to have splash damage translated as a "puddle" that does damage the next (couple of) round(s) to those standing on it. A possible alt-fire would create a larger puddle, and would be hex-based rather than target-based:
I felt the gatling laser should be mechanically similar to other laser weapons (including rudimentary wall ricochets); looks a bit iffy but eh:
All in all I'm pretty satisfied with the variety in energy weapons now (I've also put in the Spasm Gun from FOT, which'll mostly be about status effects and becomes more effective based on the target's perception and intelligence).
I've also decided to take another look at my to hit formula, which is hopelessly convoluted and would be very hard to integrate with all the new combat features made possible anyway.
Let's restate the main problem with the vanilla to hit formula: it's a system that (when you're being generous) only really worked as intended for a very short period in the early mid-game, when there's an actual decision to be made whether or not to try a high risk called shot or a low-risk uncalled one. For the vast majority of the game, there's no meaningful choice to be made and you transition fairly quickly from no-brain uncalled to no-brain eye-crits (or, for fast shot, there isn't even any type of transition).
The reason for this is of course that as you get better at hitting the enemy, the enemy doesn't get (much) better at dodging those attacks. The devs tried half-heartedly to balance this by implementing D&D-type silliness of better armor making you harder to hit, but this doesn't accomplish much in practice.
Now, given that in my mod, heavy armor makes you easier to hit in most cases, this to hit chance issue would become even more glaring, if not for the following steps that solve everything in my head:
- AP's spent to aim. You get a very large to hit penalty for trying to attack at the minimum AP cost.
- Movement and attack AP's are separated. You can "simultaneously" attack and move, but at a significant to hit penalty for each hex moved.
- Missing one bodypart can result in hitting an adjacent one (especially extremely hard to hit "embedded" bodyparts will often result in hitting, e.g., the head instead).
So now when you have:
- A very good shot: you can spend the bare minimum of AP's and move around while attacking (which, unlike heavier armor, does make you harder to hit), or spend time "concentrating" (the equivalent of the unused AP defense bonus in the vanilla game, except it now doesn't cost AP's, just a to hit penalty). Or you can spend a lot of AP's to aim for the eyes and have an almost certain chance of hitting them.
- A very bad shot: you need to spend a significant amount of AP's to get a good to hit chance, and need to spend the maximum to have a chance of hitting a hard to hit bodypart (and even then probably hitting an adjacent one).
The big advantage of the way it works in my creative mind is that this makes combat decisions such as whether or not to go for the eyes prevalent throughout the game.
I would also like burst (and perhaps explosions) to work roughly the same mechanically as single shots in this regard. In vanilla bursts worked in a weird way THC-wise, with 1/8th of the bullets having their THC calculated "normally" for the intended target, and the rest working with an odd knockout system where a single miss would result in every subsequent bullet in the list missing as well.
I would like every single bullet in the burst to work according to the same rules as for a single shot, which produces a conceptual problem, namely that every burst bullet is treated as an "intended" attack, rather than simply the result of spray, and why would Ian intentionally burst your back?
I'm still not sure how to deal with this, but the general idea I have is that you no longer aim your burst at one enemy, but at everyone within a certain area whose size you can change. Thus, Ian will still probably burst you to bits when you're standing right in front of him, but this will be unintended and the result of bursting many rounds steadily reducing his aim (and thus not mechanically different from him hitting you in the back when trying a difficult single shot at an enemy behind you).
Any thoughts (also on the energy weapons)?
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