DRL > Requests For Features
Tactics!
TFoN:
IMO tactics as they are now are just fine, for the most part. But yeah, people have come to learn to abuse them, switching tactics on a turn-to-turn basis. That's why I suggest a tactics-activasion delay. Falling prone takes time - switching from fierce aggression to jumpy cowardice takes time, too. I don't think there's much sense, however, in having any casual tactic be a draining task. Aggressive is effectively, the way I see it, not so much a straining activity as it is a mindset, gaining a good aim and a quick trigger in favour of hazard awareness and reactions to them. Coward's the opposite, and Cautious is a blend of the two, and therefor no less draining. Also, I don't think adding an energy counter to the lot will be in line with the direct, simple nature of DoomRL.
Kornel Kisielewicz:
TOPIC BUMP!
I'm still wondering about it so please...
DISCUSS!
DaEezT:
IMO the problem is that DoomRl is, and should remain, too action oriented for a complex tactics system (basically what TFoN said).
A delay for tactic switching sounds reasonable but should not be applied immediately but instead be applied to the next action the player performs. Also, the delay should be applied for each tactics "step". Meaning switching from Aggressive to Coward should incur twice the penalty because you have to switch to Cautious first. And finally, the game should not apply the penalty if I switch back to my original tactic without doing anything :p
tisiphone:
Just to make sure we are all know what we are talking about could we have an official statement on just what the tactics do. I mean, I have an idea, but I’m not a 100% sure.
This is how understand the tactics work - ish:
Caution: no bonuses, no penalties.
Aggressive: bonus to attack, penalties to dodge.
Coward: bonus to dodge, penalties to attack.
If my idea of how the tactics work isn’t too far off, then I probably agree with DaEezT and TFoN.
Also I think there is a problem with the dodge bonus / penalties. Not imbalance exactly, but well... The thing is you only need a bonus to attack when you are actually attacking. This is not the case with dodge bonus as you could be fired on at any point in the game so a bonus in dodge is always useful and a penalty is always a downer. Also there is a fact that if you are seriously out numbered then a dodge bonus will probably do more good then the attack bonus in the long run. Basically the dodge bonus has more uses then the attack bonus which makes coward mode rather more appealing then I think it is intended.
007bistromath:
All I know is that if there's going to be more than three, you need a way to choose them directly rather than cycling them, because it's already annoying enough.
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