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Author Topic: Combat Tactics  (Read 2710 times)

Alpha Dwarf

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Re: Combat Tactics
« Reply #15 on: December 05, 2012, 12:14:43 am »

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Alpheus

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Re: Combat Tactics
« Reply #16 on: December 05, 2012, 12:15:10 am »

The thing that definitely should be changed is the surprise attack thing, when you open fire an unsuspecting targets there should be an option to pick targets with a high probability of success. 
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Mongol13524

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Re: Combat Tactics
« Reply #17 on: December 05, 2012, 12:18:22 am »

PTF

What that? Pass... the... Float?
Posting to follow. If you post in a thread, you can see if it has been updated in the "Show new replies to your posts" screen. Otherwise you have to either subscribe to it, which isn't as good, or bookmark it either in your browser or via the forums.
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If Nyquil isn't meant to be abused, then why does it come with a shot glass?

My old account on this forum is klingon13524.

Jonathan S. Fox

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Re: Combat Tactics
« Reply #18 on: December 06, 2012, 03:52:19 am »

So, has this been implemented in the most recent versions?

The "compromise" I talked about in the thread was implemented; your Liberals (mostly) focus fire on armed enemies. Disarming with martial arts and picking targets were never implemented.

I have played a far minute back and I noticed immediately that there is no warning when someone comes near to talk, so I frequently miss encounters. I am forced to tap the keys like an old grandma trying to type a single sentence if I am on hunt for recruitees.

The reason I pulled the delay out is because there's a better solution than adding dead keystrokes now: Wait ("s" I think) will instantly spawn an encounter. Step, wait, step, wait. You won't miss encounters at all, and you're tap-tapping a lot less. I know it's a change of habit, so it's probably an irritation; but I think if you get used to using wait to spawn encounters, you'll find it a lot more convenient.

The targeting compromise sounds like it would ease a lot of headaches when targeting mixed groups. Would it work both ways?

Posting to follow. If you post in a thread, you can see if it has been updated in the "Show new replies to your posts" screen. Otherwise you have to either subscribe to it, which isn't as good, or bookmark it either in your browser or via the forums.

Bear in mind that the initial conversation in this thread is four years old. Alpha Dwarf necro'd it to ask about whether the features being discussed so many years back were later implemented in some fashion. End result (as mentioned above): The compromise prioritization of armed enemies was added. If it doesn't feel like it, because your Liberals keep shooting unimportant people, just imagine what it was like before!
« Last Edit: December 06, 2012, 04:05:01 am by Jonathan S. Fox »
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usr_share

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Re: Combat Tactics
« Reply #19 on: December 13, 2012, 01:30:20 am »

Seriously, though, I think there is a bit of a problem with having only one 'fight' option.

For example, when you have high-skilled and well-armed (gun)fighters, it is very hard to incapacitate someone instead of killing. (This may be useful when kidnapping armed Conservatives such as CCS members). Probably having a (Shift+F) "avoid killing" command (that would make the squad aim at the legs or something, as well as not fight those who can't fight back) would make it somewhat easier.

After all, some Liberals value Conservative life as much as human life.
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KA101

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Re: Combat Tactics
« Reply #20 on: December 13, 2012, 06:08:57 pm »

Seriously, though, I think there is a bit of a problem with having only one 'fight' option.

For example, when you have high-skilled and well-armed (gun)fighters, it is very hard to incapacitate someone instead of killing. (This may be useful when kidnapping armed Conservatives such as CCS members). Probably having a (Shift+F) "avoid killing" command (that would make the squad aim at the legs or something, as well as not fight those who can't fight back) would make it somewhat easier.

After all, some Liberals value Conservative life as much as human life.
This would be a good way to encourage Martial Arts & Club skills; firearms, Swords, and Axes don't easily have a less-lethal option. 

MA in particular ought to work well.  Submission holds, anyone?
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Elodie Hiras

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Re: Combat Tactics
« Reply #21 on: December 18, 2012, 05:29:13 pm »

Hello!

Firearms? Beanbag/rubber rounds (not foolproof in real life, but LCS follows Hollywood SCIENCE! rather than actual science.). Really badass Liberals will blast the gun out of the conservative's hands.
Swords? Just hit them with the hilt or the side.
Axes? Just hit them with the handle.

So there are still ways. I guess...
« Last Edit: December 18, 2012, 05:32:21 pm by Elodie Hiras »
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KA101

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Re: Combat Tactics
« Reply #22 on: December 18, 2012, 08:55:39 pm »

Less-lethal ammo is fine if you don't have a problem with magic ammo-altering mags, having multiple mags for each gun (Aslt/Rifle Rubber, .45 Rubber, 6 Beanbag Shells, etc in addition to Aslt/Rifle Mag, .45 Pistol Mag, 6 Shotgun Shells), or separate guns for lethal & less-lethal loads.
(I'm not sure whether the engine supports multiple types of ammo for one particular gun, but if it did I'd hope that slug rounds would exist for Shotguns by now.)

Less-lethal firearms might make an appearance at moderate to L Gun Control or in police inventories, but otherwise wouldn't be that common.  One benefit to Future!guns (2100 and beyond, if the game goes that far) is that the lasers could have an electrolaser setting--basically tasers that use the beam instead of wires/darts.  (GURPS 3d ed.)

I could get a Katana being reversed to use the blunt edge by someone with high skill (hey, it worked in MGS2).  Not so sure about the Sword of Morfiegor, even though they use the same skill.  It's not a cricket bat, which would imply Club anyway.  Effectively using an Axe nonlethally...not buying it, sorry.  Closest I've seen is Fallout Tactics where the axe-handle (w/o blade) was a starting weapon for Sneak-y folks.
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