I was living under a rock back then so I haven't played the first games, nor XCom - I won't need to keep that in mind. I suppose that Mortismal Gaming will go through that in details in a preview of his own since he's all about combat maths, if I can put up with another of his videos. The player can easily do quick mental calculation of the probability of success and "guesstimate" the damage. In comparison, many RPGs prefer a simpler formula for the hit chance, but use other parameters to change the amount of damage. You also need to account for the armor and body part of your opponent and your weapon’s fire rate", which suggests it's possible but difficult to calculate. Otherwise the player is blind and opportunities to get new perks or to increase abilities will lose their strategic interest.įextralife says that " success (or lack thereof) is based on several factors like the character’s Marksmanship stat, range from the target, and whether or not the enemy is crouched. On the internal side, good code as-a-feature has been a major focus of the project, easily illustrated by comparing the amount of code in related engines (as of March 2021): Engine. Can the player easily get an estimation of the chances to hit, from character's and the enemy's stats? I think that's a necessity for any RPG, even more for a turn-based tactical RPG. Click to expand.I was living under a rock back then so I haven't played the first games, nor XCom - I won't need to keep that in mind.
0 Comments
Leave a Reply. |