"Fun":
"Immersive":
"Smart:"
"Cheater":
Hi Xilmi!
I think all these condensed options should be paused to implement right now, because the development goes on and many things are getting tweaked.
Avoiding proxies and mines - should be totally up to player.
Some missions are impossible to beat w/o that. Like, underground HQ assaults and base defense vs enemy +1 tier from you. Which happens.
Pre-primed grenades is something I play with from 1 turn, but never use myself. And so on.
Please don't yet upgrade this. Or, if upgrade, make customizable option too.
To Jounarical:
Current state:
Initial calculated accuracy: 210%
Target visibility: 10%
Final accuracy: 210*0.1=21%
Planned change:
Initial calculated accuracy: 210%
Accuracy overshoots 100% by: 110%
Additional bonus: 110/2=55%
Target visibility: 10%
Final accuracy: 210*0.1+55=21%+55%=76%
Here we have balancing issues.
Accuracy overshoots are interesting idea overall, but we rarely counter enemies that exceed 100 accuracy themselves. Plus, 100 accuracy is abstract measure, too. The next thing comes to mind is that any unit which exceeds 100 acc will have too much advantage, while others will miss.
Regarding RA:
- first of all, it should work not only with super-accurate shots, but with every shot
- it should be psychologically reliable: player sees sprites, not voxels. If actual frame of the window makes 80% cover, but the drawing shows large window that exposes all torso and head (33%% cover), player will be dissatisfied with the hitchances. Same with two and a half leaves on a thin tree in front of the unit. Same to wooden fence, which shouldn't stop high caliber at all!
- fights should be yet dynamic.
What if make it hybrid:
partial weights:
Overshoot mechanic 25%
Weight of the cover/sight 45%
bullet pre-roll damage 20% (0 = 0%, 100+ = 20%)
distance (yet I somehow believe it should matter) 10%