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Re: Improved Interrupt System[message #293171] Tue, 08 November 2011 07:02 Go to previous messageGo to previous message
The Cheshire Cat is currently offline The Cheshire Cat

 
Messages:21
Registered:July 2010
This sounds really cool, the basic interrupt system has always bugged me, though this doesn't sound like it will solve one of my key issues with interrupts, in that if you're stealthing behind an enemy and he turns around and notices you, your merc is basically dead, when realistically they really should have had a chance to react since the merc is aware of the enemy but not vice-versa, so the merc really has the drop on him. I suppose you could have this all factor into your calculation for adding up APs - maybe give a huge bonus to how many "interrupt points" you get if the person acting is unaware of the person observing them. This might end up causing a lot of annoying interrupts for snipers, though (although the "no more interrupts!" button you mentioned would certainly solve that).

One suggestion about the "lock-on" concept: I don't think it needs to be a separate button. Just the action of raising the gun itself should be considered to be "locked on" to the tile the player used the "l" button on. I also don't think it should apply only to that tile but rather in a line extending from the merc out through that tile - basically anything that crosses the "middle" of their vision would apply. You could probably have lesser interrupt chances for the tiles adjacent to those ones as well, with diminishing returns until you're about 2-3 tiles away from the center.

It's unfortunate that mercs can only face in the 8 directions in this game, since it would be a lot more natural if their cone of vision just centered on the locked on tile itself, but I guess you have to make compromises when dealing with a 10 year old 2D game engine.

[Updated on: Tue, 08 November 2011 07:04] by Moderator

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