View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0028606 | Heart Of The Machine | Gameplay Idea | Jun 3, 2024 9:32 am | Jun 3, 2024 10:45 am | |
Reporter | Jake Cooper | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.533 Intelligence Class 2 | ||||
Summary | 0028606: Separate turn resolution phases for bulk droids and enemy units | ||||
Description | It's not the easiest thing to parse, but I'm under the impression that bulk androids and enemy units all resolve their turns simultaneously. To improve readability, I'd suggest having a specific order of operations instead, where one group or the other gets first dibs*, and explaining this when introducing bulk droids/during the first territory control site activation. I just had a heavy combat situation where a bulk droid was targeting an enemy (would have killed them) who was in turn targeting one of my vehicles (would have died if hit) and honestly had no idea what the result was going to be (as far as I can tell they acted simultaneously and both died). *I acknowledge that deciding which would go first would have major impacts on the effectiveness of our bulkies so this probably isn't a simple change in terms of balance. | ||||
Tags | No tags attached. | ||||
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Nope! You already have all the info you need to understand what will happen, and in fact you even stated what would happen: everybody dies. As the game itself says in several places, these are not predictions. This is what's going to happen. If it says a unit will die, it's going to die. So when you press end-turn and everybody starts shooting, you are seeing visuals, but gaining no new information about the combat. You already knew what would happen, perfectly. Introducing multiple tiers to shooting would be an endless rabbit hole (how about your cultists? How about your dinosaurs? How about a rebel group that hates you, but is technically sort of on your side in this one fight, subjectively? etc), and it would actually make the information less clear, not more. And it would skew an advantage to player-allied units where they could damage enemies first, thus preventing their own damage, thus making high-damage-output bulk units of yours able to infinitely cancel enemy attacks. As it is, everyone gets shot at once. These are ranged weapons, after all, so this is also quite realistic. Two people shooting each other and both dying is not unrealistic. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 3, 2024 9:32 am | Jake Cooper | New Issue | |
Jun 3, 2024 10:45 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 3, 2024 10:45 am | Chris_McElligottPark | Status | new => closed |
Jun 3, 2024 10:45 am | Chris_McElligottPark | Resolution | open => won't fix |
Jun 3, 2024 10:45 am | Chris_McElligottPark | Note Added: 0068956 |