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Suggestions / Re: Flanking gameplay mechanic
« on: March 06, 2015, 11:45:18 pm »
Yeah I just read that one now and see that many arguments have already been hashed out
I will say that I am more on Volutar's side of it
![Tongue :P](https://openxcom.org/forum/Smileys/default/tongue.gif)
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I am well aware cover can be hit if it is in the way and I am not saying that being in cover should make something aim away.
The current aiming/shooting mechanic is that a part of your target is picked when calculating a shot, and a success is represented by a very narrow deviation from that. Since the deviation is very small, the likelihood of cover being hit is minimal (unless the center of the "success area" is badly picked, as described and hopefully fixed eventually by volutar in his post about aiming) and presenting a smaller area is not really meaningful since the "success area" is very small.
Increasing the deviation would mean a larger "success area", which would be more affected by cover. If a success represent "threading a needle", all you need for a success to always be a hit on target is to see a tiny bit of your target. If a success represents hitting a person, hiding half of your body behind an obstacle means a success will actually be a hit on target only 50% of the time (there is only half of the person to hit, the other half of the shots hit the obstacle). Thus cover would play a bigger role. By extension, positioning to avoid giving your target cover (= flanking) would become more relevant as well.
I'd rather see a mod where cover reduces damage or chance to get hit (which would be relatively easy to do by making "shots on target" have more deviation than they have currently).
Do you know where I can find the video that had all the PSX cutscenes in one? Its on Youtube somewhere, but it probably got deleted or made private.