1elvis Posted October 20, 2012 Share Posted October 20, 2012 (edited) EDIT: Argh! Typo in the subjectline and can't find a way to fix it via editor. Should read "mechanics" of course.. my bad ..:( While answering the thread about HUD-mods, I realized that my answer was getting out of hand and probably should have its own thread - so here goes. Note: The original request I'm refering to in the first paragraph was asking for removal of the confirmation dialogue for a soldier's action (such as "Reload" or "Overwatch"). Due to the less than perfect UI, I actually think removing the confirmations for a soldier's action would be a bad idea. For some reason, Firaxis decided to not assign a fixed "slot" to the individial icons (example: "Overwatch" is *not* always on position/hotkey "4" for each and every soldier). So by removing the confirmation-dialogue, you'd run the risk of misclicking when setting up your guys for the aliens' turn - and since you can't undo those actions once selected (another annoyance IMO), that would be a bad idea. Solution: Redesign HUD and assign fixed hotkeys/positions to buttons. Examples: Overwatch is always triggered by hotkey "4", Reload is always triggered by hotkey "5". Also: Where applicable, introduce "undo"-function that will allow unselecting actions as long as "end-turn" button hasn't been used (Overwatch being the prime example here). I'd even go a step further and suggest the following to bring XCOM more in line with what we know and love about other turn-based games: 1. Remove Overwatch-function entirely 2. Replace Overwatch with classic interrupt-system.If a soldier has enough actionpoints left at the end of the turn, he'll automatically interrupt the Aliens if conditions for an interrupt are met. Other games use thing like stats like character level, dexterity, intelligence, etc. to decide if an interrupt is sucessful, in X-COM it could be determined by soldier's rank and/or will vs. those stats of the enemy in question. 3. Enable player control during interrupt actions.As it is now, three guys on overwatch will often needlessly fire at the same low level critter. They'll do this even if said critter has been killed already by a squad-mate's overwatch-action or if other aliens are in view. Would be much better if the player could decide who fires on what and when during interrupts/overwatch. Especially if there are multiple targets in sight - that way you could assign one shooter for every target and/or prioritize targets (take out powerful aliens first while ignoring minor ones - prime example would be an encounter with a Cyberdisk and its little probe-guardians). You could also decide not to use the first interrupt if hit-chance is too low for your taste and simply see if you'll get another interrupt with better conditions (very likely if it's a moving target approaching you or moving out in the open). 4. This is probably getting into "mod-fantasy-land"-territory here, but: Replace "two actions per turn"-system with proper actionpoint-system. This would grant a lot more flexiblity during combat and remove a lot of silly restrictions such as the "no movement after shooting"-one. It would also allow players to move soldiers one step at a time, making map exploration/scouting a lot more effective and enabling them to retreat to cover should they make contact with the enemy. NOTE: I have never modded a game myself, and I have no idea if these ideas are even doable with X-COM - so please be gentle with your flames.. ;) Cheers E. Edited October 20, 2012 by 1elvis Link to comment Share on other sites More sharing options...
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