Mars Tactics

Mars Tactics

DBNO
I will try to keep this brief because I don't want to have to format this much.


So, in your second ever devlog you mentioned DBNO. This actually really intrigued me because that is also where I learned that you could take prisoners. Later, you mentioned somewhere (I do not remember where) that there would be difficulties (duh) and that DBNO was going to be affected by that. I don't remember where when or the exact wording, but it was along the lines that you like harder games and the harder mode will make more units die instantly. Just to clarify, is this the case? Where does down but not out stand at this moment? Thank you!
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Showing 1-7 of 7 comments
manhole  [developer] May 24 @ 7:11pm 
Hey there. Thanks for reminding me about that dev log. I just added a disclaimer to it because it's very outdated (almost 3 years ago).

DBNO is still in the game, but there's no crawling around or shooting like described in the dev log. That stuff slowed down combat, trivialized tension and undermined tactical decisions. It also looked silly cuz each battle you'd have all these units crawling around like babies in daycare.

So now, you'll see DBNO, but it's more rare. Usually from non-lethal attacks (shock baton, concussion blast, etc). Or sometimes high DEF characters will survive a lethal attack (that's the benefit of high def). But it's rare. And DBNO units are completely knocked out and cannot move or perform any actions or be revived. And if a stray bullet or explosion hits them, they are dead.

Overall, I'm happy with this design. Tester feedback has been positive too. I think it provides more clarity and meaning to tactical outcomes. Doesn't slow the game down.
NOOBERT May 24 @ 9:22pm 
I see. Thank you for responding to this. On a related note, I remember seeing somewhere that injured units might take a bit to recover and you could make them a scientist or engineer, does the severity or type of their injury affect this? Thanks again for being so involved!
manhole  [developer] May 28 @ 7:07am 
The strategy layer has evolved away from the engineer/scientist categorization. But the idea of taking old veterans (with permanent injuries or trauma) and using them for non-combat stuff is still appealing to me.

Once the strat layer is more finalized this summer, I will think about this again so if anyone sees this message X months later feel free to ping me again about it.
NOOBERT May 29 @ 2:55pm 
Thank you so much for taking the time to respond! Just curious, if you have more time could you describe what your vision is for the game right now? Also, do you have a guess for when the demo is coming? Thanks again!
NOOBERT Jun 2 @ 4:43pm 
Oh yes I forgot to add, what is your plan for the medical system? I thought it went out the window with movable/revivable DBNO characters, but it looks like it didn't from what I saw on Reddit. How will it work if previously it was just a medkit to revive someone (from what I saw in the trailer anyways).
I don't mind a good injury... but please make the penalties minor or not so crippling that I immediately fire the soldier (who might as well have died.)

Injuries add character. And an experienced soldier should still have better bravery than a rookie if he is just missing an eye, or better aim if he has a limp. But sure, after three injuries I'm either retiring him or keeping him on because I'm just so damn fond of him, even though he's a one limbed neurotic mangled mess.
Last edited by Mr Majestic; 22 hours ago
I think that adding some respect booster to the leadership skill whatever it's called if your squad leader has some scars and permanent injuries would be pretty cool.
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