Author Topic: [Suggestion] Display enemy movement range along with percentage of TU remaining  (Read 679 times)

Offline 0ros

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Turn-based Tactical RPGs tend to display such info.

Something like the light-emitting effect of objects at night, but colored based on the distance from the unit (toggleable like the NV display).

Offline Yankes

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Core gameplay part of UFO is lack of detailed information about aliens, you need use tools like Mindprobe to see alien stats.

Offline 0ros

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This is more of a tactical QoL thing, though. Otherwise, we've to rely on previous experience and "feeling" to suppose whether the enemy can, like, reach the corner of a building (if not counting the squares...).

I guess it's too complicated to implement?

Personally, would let me take the game more seriously as I, currently, reload, since counting squares isn't feasible.

Online Meridian

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I'm not Julian Gollop, but as far as I can tell relying on experience and feeling is exactly how the game was designed to play.

Offline 0ros

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At this rate the suggestion won't be accepted. If there's not enough player interest, and since I won't be starting some poll [I'm not that involved], determinism will run its course.

The suggestion would make the gameplay more tactical and lessen frustration (the other big source of such being RNG--and that one can only be helped by game progression means).

Offline psavola

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The player is not even supposed to know directly how much maximum TUs the enemy units have except through observation, so giving the game experience would run counter to that goal. As Yankes hinted, one of the big unknowns is also how much the enemy units have spent of their TUs - for example, can they still reaction fire if you move within their vision. Some other enemy unit stats can be learned after some research, though.

Of course many players will study these from the rulesets (etc.) or otherwise learn to approximate them, but this is not the same as providing the full-fledged GUI experience presupposing all this information.