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You have a good weekend to.
Not so sure about decreasing damage, how about just making the character harder to hit.
ATM with just the basic mechanics of combat in if playing on normal or higher you can get incapped in one round if enemy focuses on 1 char esp the UA no weapon type who get 3-5 atks with crits and status effects like cripple ruiening your day,
when the enemys and players get the rest of the mechanics-skills-systems in things will change alot and tweaking refineing ect will take place quite regularly.
Maybe stand and shoot every enemy that walks into your line of fire (if you have enough AP left)
have a nice weekend
o.o THIS SOUND GREAT! Combat mechanics become ever more efficient and solid. I'm really curious to experiment in detail the ground combat innovations. Well job and good weekend to you too!
The only thing that I would ask is that you get prompts for your attacks of oppurtunity... I know this breaks immersion... but the one thing I have hated with a lot of games that have reactive fire is... there is no common sense. Instead of say just the closest person shooting all the characters you put on "overwatch" turn and shoot at the same target. So you either waste a lot of ammo, from not letting them get close enough or the first shot killing the target and the next 3 characters automatically waste their ammo.
I would rather be prompted when I have an attack of oppurtunity, so I can either let the target get closer or choose who shoots at the target and who doesn't with better odds.
If not prompts perhaps make something on the character sheet where you can set how many tiles away before you take a reaction shot... So I could set my sniper to 6 to 10 squares, my rifleman to 4 to 7 squares and my submachine gunners 2 to 5 squares. This wouldn't break immersion, would save on wasting ammo, and would make more sense in reactive firing.
Just an idea... I love the game so I will live with however it works out, heh. Just happens to be a pet peeve of a lot of games that use reactionary firing.
Ranged weapon powers will balance this - I'll post more about this in the coming weeks.
Guard is something that may not make it. I'll need to do some heavy testing on this. IMHO, it is overpowered and lets you setup free attacks, just pressing wait until an enemy enters your field of view. It negates the use of AP for movement and lets you gather an AP bonus as well as a free shot.