LimeyBugger
Posts: 31
Joined: 1/11/2009 Status: offline
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quote:
ORIGINAL: Slick Wilhelm I would also like the AI to use "real world" tactics as much as possible. I agree completely - the AI blows. While some developers balk at the idea of AI development, I've seen some pretty simple AI models which turn out respectable computer behavior. As a programmer, my opinion of HG AI is pretty low. quote:
I've got mixed feelings about the damage model. Part of me is glad that Jabby was able to survive(barely)a grenade exploding between his legs, even if he's singing soprano now. There's certainly room for improvement in the damage model. But I think the question is, "will it improve game play?". I can't see how enforcing location specific damage rules would make it any "better" to play. I'd like to see low damage, high effect injuries. For example, a 10 point shot to one's armoured legs (thus low damage, point wise) increasing movement costs, but not otherwise affecting APs. So the merc can stay still and shoot fine, but can't run. Unfortunately, that's not how it works, it seems. quote:
...if someone gets hit in the legs, they should be done for that mission. Given the nature of gunshot wounds - well, that'd make for a pretty boring. They'd have to change soldiers, so you could recruit and train your own, were they to do this. You'd need an enormous stable of mercs to recruit from, to keep up with losses due to death or injury. quote:
Any other thoughts, gents? I don't see why they couldn't simply put in some sliders for the player to choose from. Wound lethality (lowest setting, your soldiers go to dying, but never croak - "Hollywood" setting, whereas they drop dead 75% of the time they're shot at the maximum end) - let the player choose the setting. While this might cause them to whine about the QA and play-testing involved... well, from what I can see, HG didn't get much loving in either of those areas. Can't see how it'd make it any worse.
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