Phantom Doctrine

Phantom Doctrine

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CFG_Hitch Aug 14, 2018 @ 2:34am
Phantom Doctrine General Game Feedback (non-technical)
Greetings, Agents!

Since every game could be improved, we're really looking forward to your opinions on Phantom Doctrine. If you have any improvement suggestions concerning game features or mechanics, as well as potential requests for future additions, please discuss them here.
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Showing 1-15 of 393 comments
Kleriker Aug 14, 2018 @ 11:24am 
If I understand correctly then multiplayer is only possible against friends. A tactical opportunity would be to fight friends against an AI with different levels of difficulty.
Engicop Aug 14, 2018 @ 12:51pm 
- Ability to change evac point even after giving the getaway driver the signal. Sometimes reinforcements spawn where I need to escape so I'd like to have the possibility to tell the getaway driver to change evac point even if it means delaying the escape for a few more turns.
- Ability to move dead bodies around during stealth.
- Overwatch should also work during stealth, in case I have no other choice but to ambush the guards that are gonna notice me in the next turn.
- Breaking windows in front of guards should trigger the alarm.
- Make character animations and civilian turns a tad faster to improve the pacing.
- Sometimes units are able to shoot each other even at very long distances and through multiple rooms inside buildings, so line of sight needs tweaking.
- Something similar to the Breaching mechanic, the ability to send two agents to knock out two guards at the same time while in stealth. Sometimes I've seen two guards talking to each other for the entire time so it was impossible for me to get rid of them stealthily.

Well, all these suggestions about stealth would make the game easier though, so the problem is finding ways to balance the difficulty.
Last edited by Engicop; Aug 14, 2018 @ 2:40pm
Hovis Aug 14, 2018 @ 1:21pm 
Line of sight feels either bugged or weird or broken. I've had cops laying down accurate fully automatic fire at night past their friends, through windows, doorways and over cars (in one shot I mean) and it just doesn't feel very authentic.
Jack Burton Aug 14, 2018 @ 3:06pm 
There is no such thing as cover. Shots through multiple walls and floors make tactics get thrown out the window.

Overwatch doesnt work at all.
Magdaki Aug 14, 2018 @ 3:19pm 
I would love to have my characters not break through windows during infilitration. It is so immersion breaking, almost to a comical degree. Overall enjoying the game so far though. It has great atmosphere, which makes the window breaking much worse.
AquilaESP Aug 14, 2018 @ 4:01pm 
Can play multiplayer versus Artificial Intelligence and versus other person in the same pc.
That can play two players in the same PC would be a good feature, very few games have this already, and in a turn-based game it should not be very difficult to implement it.
Mitth'raw'nuruodo Aug 14, 2018 @ 6:56pm 
It is pretty clear from the negative reviews, and all youtube let's plays, that you need to rework your cover, line of sight and hit chances systems. 100% accuracy to hit /graze for every shot irrespective of circumstances is complete nonsense.
Last edited by Mitth'raw'nuruodo; Aug 14, 2018 @ 7:42pm
Circurose Aug 14, 2018 @ 7:27pm 
-Faster Enemy Turn.
-Faster animations/movement speed.
-Cover that actually works.
-Breaking windows should alert the enemies.

My problem with the game is in the pacing. In XCOM soldiers just do a short running animation/shoot the enemy and it feels a lot more responsive.
Rufert Aug 14, 2018 @ 9:19pm 
As is, items having limited quantities is almost entire pointless since you can at any time teleport them between characters regardless of where they are on the map. Same goes with some assault mission. 2 hour time limit, able to teleport Agent 15 hours away straight there.

It's just weirdly inconsistent and fiddly busywork the way it is now.

Ability to just "repeat job" when notified of someone finishing crafting something.

Better ability tooltips. What's a snap shot? I haven't seen any weapons so far that have it, just single shot, is it the same? Buckshot comes seperate from shotguns, requires them, but doesn't say so.

1 turn delay between a civillian noticing you and it raising the alarm, giving you a chance to react if stuff goes tits up.

Generally better tooltips.

Explanation of how the highlighting works on the investigation board, I didn't realize you could click stuff until I randomly did it. UI also somtimes gets stuck making you unable to click stuff at all which could easily lead people to believe it wasn't possible and not progress without any indication of why.

Ability to stop an agent's training to send them on a mission.

Cover not making sense with how it's visually presented has been mentioned.

Line of text explaining what agents are currently doing when you're sending them somewhere. I've multiple times accidentally sent someone that was already doing something somewhere thinking they were available.

Being able to duck under windows that chest height during infiltration.

Weapon ranges in weapon descriptions.

Oh and of course perks giving you actual numbers. Having to load and save just to see what they actually give isn't very fun. Not easy trying to decide which is better when you can't see the numbers.

Last edited by Rufert; Aug 15, 2018 @ 2:59am
Warlord Aug 14, 2018 @ 9:46pm 
Awesome game.

Was disappointed there is no Nvidia Ansel support though. Maybe a better free cam at least? lowest zoom level is still pretty far away. I like to get into the action.
Necroscourge Aug 15, 2018 @ 1:32am 
Please make it so enemies have range, cover, and really any kind of restrictions. The game should not be hard because the enemy follows none of the rules you do.There's no reason to learn how to play a game if the enemy just cheats it up hardcore.
HR_Zal Aug 15, 2018 @ 6:25am 
Line of sight should be reworked, maybe not only as a function of the environment (it's not funny how they can catch you in a full cover tile next to a window tile - not under) but also as a function of distance and number of objects in the environment that the line of sight is crossing. This could resolve two issues: a guard could not see you and shot you from 100 tiles away; and a guard could not see you from a room that takes to a door that leads to another room that has a window that lines with a bench in the street that you ingenously thought it would be a good cover to sneak your way out of trouble. Other than that, good game.
76561198237774440 Aug 15, 2018 @ 6:50am 
>Its feels like enemies have further range than players.
- If it is intended, maybe lower the accuracy if the target is far.

>Better descriptions for perks.

>Better cover systems

>I have no idea why breaking windows doesn't alert nearby enemies

>Rework the line of sight.




dq_177 Aug 15, 2018 @ 6:56am 
Originally posted by itsdreww:
>I have no idea why breaking windows doesn't alert nearby enemies

Isn't this because the game has the same thing from Xcom, where your agents will throw themselves through windows when given a move order because they decide its the most practical path to that spot?
So they just decided to make breaking glass a non-issue to work around it.
76561198237774440 Aug 15, 2018 @ 7:02am 
Originally posted by dq_177:
Originally posted by itsdreww:
>I have no idea why breaking windows doesn't alert nearby enemies

Isn't this because the game has the same thing from Xcom, where your agents will throw themselves through windows when given a move order because they decide its the most practical path to that spot?
So they just decided to make breaking glass a non-issue to work around it.

I don't know what to comment on that. Never played xcom before.
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