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Would characters and/or enemy perform an immediate attack with their primary weapons before the combat rounds begin? depending on their initiative? or possibly given a set number of combat rounds called a "bounding overwatch" round? also dependent on initiative?
You make your normal move and if you have spare AP you could select "Overwatch", then select a part of the battlefield that is been watched from that character.
If any enemy enters that zone, the character will fire with his equipped weapon until his AP are depleted. No initiative checks and player interaction involved.
Jagged Alliance had a initiative and viewpoint based system, that gave the player (if an interuption happend) the control over his char back, so that he can react within an enemys turn.
Like you ended your turn prone, weapon ready and with full AP, if then an unaware enemy steps into your view or is about to do any action, you get control back immediately to react on that event. That system was so delicate that your actions while interrupting, could be interrupted too and so on. That could even happen multiple times within enemys turns.
Here in Stellar Tactics I mostly miss a way to simply delay a characters turn.
Like in situations, when your first character in the turnorder is blocked by other team members in front of him.
I also think that complicated mechanics like really interrupting an enemys turn, based on events is not an easy task to code and won't happen in the near future.
The Dev also stated that some not so obvious mechanics in the turnorder are already implemented (unexpected shuffles in the order) and some major additions to that, will come in the future.
There are more mechanics to come. As it stands, the combat is stable, fun and complete base to build on. From here I'll be rolling out systems that expand combat. This will come in time.
For now, I am completely committed to content. The new Dauntless game start is moving along nicely and will be ready "soon". Following that I'll be adding initial perk lines for healing and hacking. After that I'll be devoting my time to space combat.
Im sure ST is on the case weighing the variables. For discussion sake in my experience with Turn based tactical team combat, Overwatch can seriously break a game. In games Ive played the AI response to the existance of overwatch is abolutely paramount. As it works out in combat in just a few outcomes.
Player group enters area that is set for potential ambush and AI has advantage and overwatch. Players have to breech then by alternate entrance, or breaching tools like grenades. Players who are way too smart for their own good, will start opening every combat with Grenades in situations where they might even remotely suspect AI Overwatch/Ambush.
Players in a protracted Combat withdraw to Cover and set up Overwatch. AI being extremely limited in it's tactical thinking either pushes forward and soaks up the Hit, immediately opens up with AoE attacks or falls back to their own defensive positions and sets Overwatch themselves. Then we have a stand off. If the game is set up where there is not a full retreat option to leave the area and avoid combat, now players are faced with the 'group enters area set for ambush' senario.
And a few more senarios I could lay out to illustrate how Overwatch effects everything. It can not be taken lightly. This game needs challenge. No easy buttons. Resist the Power Creep and Easy Buttons.