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Suggestions / Re: the simple things...
« on: June 22, 2010, 12:49:30 pm »
As I said, I think JA2 is a nice example of well implemented dual-wielding.
When holding two handguns, a merc can fire both at once, for the timecost of firing one.
Drawbacks are:
1.
the merc has to ready/aim both guns (bring his arms up from resting position), meaning he/she
has to pay the timecost of doing so for both weapons - it's a little different from Ufo,
as the xcom-agents always keep theis guns at the ready.
2.
the recoil of both weapons reduces the aim of both shots, can be compensated by skill and strength of the
merc
3.
guns have vastly less range and penetration-power compared to rifles, making them useless in a medium-range firefight.
this reduces the utility of dual-wielding to indoor-situations or fights in very thick woods.
And quiet assassinations, but I don't know if sneaking around would be at all possible in a fight against psionic aliens.
That's actually a good point: Will there be the possibility to locate an enemy action via generated noise involved in the game-engine?
A simple 'heard a faint/medium/loud noise from NW/NE/SW/SE' would be a big clue in locating stalking aliens, or running civilians.
Please keep in mind that the average soldier can differentiate between an impact-sound/explosion and the sound of something else happening.
When holding two handguns, a merc can fire both at once, for the timecost of firing one.
Drawbacks are:
1.
the merc has to ready/aim both guns (bring his arms up from resting position), meaning he/she
has to pay the timecost of doing so for both weapons - it's a little different from Ufo,
as the xcom-agents always keep theis guns at the ready.
2.
the recoil of both weapons reduces the aim of both shots, can be compensated by skill and strength of the
merc
3.
guns have vastly less range and penetration-power compared to rifles, making them useless in a medium-range firefight.
this reduces the utility of dual-wielding to indoor-situations or fights in very thick woods.
And quiet assassinations, but I don't know if sneaking around would be at all possible in a fight against psionic aliens.
That's actually a good point: Will there be the possibility to locate an enemy action via generated noise involved in the game-engine?
A simple 'heard a faint/medium/loud noise from NW/NE/SW/SE' would be a big clue in locating stalking aliens, or running civilians.
Please keep in mind that the average soldier can differentiate between an impact-sound/explosion and the sound of something else happening.