tekhedd
Hoarding ammo IS gameplay
deadlus said:Forgive me for being negative
I'd say you're nit-picking, but so what? Nobody likes nits.
- Encounter begins thing. Why not just display the grid? Wouldn't that alone be obvious enough?
Or a simple note on the status printout. But hey, subtlety isn't for everyone.
- The final combat zone. Those raiders sure know their right angles. Were they walking around with protractors and spirit levels when setting up their junkyard hideout? I presume having the combat set to a rectangular grid is somewhat limiting, but this looks downright fake.
Can't help agreeing on this one. Since we're in a 3d engine here, surely a bit of light curve fitting is possible for the paths. maybe some randomization? X-Com did the "just draw a straight line" trick, which was kind of lame but they covered for it with creative (and generally distracting) camera manipulation.
- Ranger's path shown on the battle grid with rectangles. A very heavy handed way to tell me where they are heading. Seems completely unnecessary, too, since I have the general idea where I'm clicking.
I'm the opposite. I like to see where I'm supposedly going to be stepping for purposes of "getting blown up" or "being seen by enemies" before I click. Configurable option? (Because we all know how developers love that! )
- The overall look. I can't find anything that holds it together. Frankly, its a faceless mess and it's falling apart. Sorry to be saying that.
I'm going to reserve judgement until I see how easy it is to navigate.