View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028738 | Heart Of The Machine | Suggestion | Jun 9, 2024 4:26 pm | Jun 9, 2024 8:45 pm | |
Reporter | Igor Savin | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.544 Equipment Polish | ||||
Summary | 0028738: Cover tactics are unclear | ||||
Description | Game tells us this: you cause half damage when closing in to the target, full damage after. So far so good. It also tells us to use cover, without explaining how does that work together with the range/attack system. So can I take cover at any spot, or do I need to be specifically close to any building? Can I be taking cover after performing an attack? Will it require me to leap again to start attacking at full strength? Generally, when is it a good idea to take cover? When would one prioritize it over attacking? | ||||
Tags | No tags attached. | ||||
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It suggests you hover over the Take Cover ability for more details, which answer most of the questions you have. Are there any remaining ones that tooltip does not answer? |
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It gives technical answer, saying that it reduces damage by X%, lasts until unit moves and is compatible with shooting. It's unclear what "hiding in the current building" means in gameplay terms. It's unclear what things to consider when making a decision of whether or not to spend those AP to do extra attacks or take cover. Especially since it's not very clear how enemies are prioritizing their targets, and what are the implications of bringing more units into the combat - would they switch to new targets, does that work well as a distraction, is it a sufficient substitute for cover? Game does pretty good job explaining what are the options and hint at implications for other game mechanics, would be nice to get some pointers for cover as well. |
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The enemy targeting is not meant to be something you can predict to that degree, especially early. To some extent, some of that stuff is meant to be just experimented-with, because writing it all out is something where the average player's eyes just glaze over. That's why the first combat says don't worry about winning, just use this time to experiment. It's for things like this, where it's really obvious once you try it (there are big visual cues when you're in cover and when cover is removed), but really hard to convey via text. I am really wary of making players wade through more text, and if someone does not ever take cover it's not a crisis for a long time. It's better if you learn it, but if you just skip it, you'll be fine for a long time. It's one of those "finesse" combat features that makes people better at combat, but doesn't make them outright lose if they skip it. With that general thing in mind, I'm going to avoid adding anything more for now on this one. |
Date Modified | Username | Field | Change |
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Jun 9, 2024 4:26 pm | Igor Savin | New Issue | |
Jun 9, 2024 4:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 9, 2024 4:56 pm | Chris_McElligottPark | Status | new => feedback |
Jun 9, 2024 4:56 pm | Chris_McElligottPark | Note Added: 0069202 | |
Jun 9, 2024 5:32 pm | Igor Savin | Note Added: 0069203 | |
Jun 9, 2024 8:45 pm | Chris_McElligottPark | Status | feedback => closed |
Jun 9, 2024 8:45 pm | Chris_McElligottPark | Resolution | open => won't fix |
Jun 9, 2024 8:45 pm | Chris_McElligottPark | Note Added: 0069205 |