Fatigue system

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  • Last Post 06 August 2017
Martouf posted this 30 July 2017

The tactical map plays a lot like a boardgame with miniatures such as Descent Journey into the Dark.

In these games 2 actions per turn is very normal. But on top of that you have the fatigue system.

Fatigue allows you to move one extra space on the board, or add some power to an attack. Fatigue is limited and requires a rest action to fill again.

I would really like to see something similar in Phoenix Point. To be able to exert yourself to move that extra step to high cover and that it works like "energy" to trigger skills like run and gun or increase range of your grenade throw.

And you could lose maximum fatigue when you are hit in legs/arms.

Anyways, just push yourself a bit harder on the right moments, and decide to take it slower and recharge a bit on other moments, would add to strategic choices and lasting effect of those choices

 

 

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UnstableVoltage posted this 30 July 2017

While the current pre-alpha build that we have shown appears to use a 2 action point system, it's actually a hybrid. Phoenix Point will use an implicit Time Units system (this is why soldiers can move one tile at a time without consuming an action). Phoenix Point also uses a "Will Power" mechanic. A resource that each soldier has that can be spent to perform additional or special actions on their turn. Will Power increases when a soldier takes a rest turn, or kills an enemy, or is boosted by special leadership abilities. Will Power is also lost if fellow soldiers are killed in battle.

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Martouf posted this 30 July 2017

 Ok. Perfect, and sounds even better than fatigue

Dark_Ansem posted this 30 July 2017

UnstableVoltage said:

While the current pre-alpha build that we have shown appears to use a 2 action point system, it's actually a hybrid. Phoenix Point will use an implicit Time Units system (this is why soldiers can move one tile at a time without consuming an action). Phoenix Point also uses a "Will Power" mechanic. A resource that each soldier has that can be spent to perform additional or special actions on their turn. Will Power increases when a soldier takes a rest turn, or kills an enemy, or is boosted by special leadership abilities. Will Power is also lost if fellow soldiers are killed in battle.

Interesting what you say about this hybrid time system. Can't wait for you to elaborate on this.

UnstableVoltage posted this 30 July 2017

Dark_Ansem said:

UnstableVoltage said:

While the current pre-alpha build that we have shown appears to use a 2 action point system, it's actually a hybrid. Phoenix Point will use an implicit Time Units system (this is why soldiers can move one tile at a time without consuming an action). Phoenix Point also uses a "Will Power" mechanic. A resource that each soldier has that can be spent to perform additional or special actions on their turn. Will Power increases when a soldier takes a rest turn, or kills an enemy, or is boosted by special leadership abilities. Will Power is also lost if fellow soldiers are killed in battle.

Interesting what you say about this hybrid time system. Can't wait for you to elaborate on this.

I already partially covered the basic version of it that exists at the moment in a video. 

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Martouf posted this 01 August 2017

Ok I like how it is used as ''mana for skills" and that you can gain it from kills (frenzy)

But its not an improvement to the fatigue system found in similar boardgames

Fatigue would allow a rookie without skills to slightly improve aim (+5%) or movement size (+1 Blue +1 Orange) or throw a grenade +2 tiles or slap an alien + 1 damage. Just putting some extra effort in his action on a critical moment.

So even a rookie without skills but with 4 willpower could push himself that critical moment, move 2 extra spaces into normally unreachable high cover and shoot with greater chance of succes.to kill that alien who is about to kill a teammember. Spending all his willpower, but saving the day.

UnstableVoltage posted this 02 August 2017

Phoenix Point isn't mechanically designed to work like a board game though. Games like the Firaxis XComs are. Your chance to hit for example it all determined by some hard percentages and a dice roll. The computer decides if the shot is going to hit or not before you even take it. The animation is just then triggered to reflect that outcome. In Phoenix Point, much like the original X-Com of the 90s, a physical projectile is launched at the intended target (with a slight random variation based on aim statistics) and is then traced to see what, if anything, it hits.

We still have many skills and abilities to prototype and test. There's nothing at this stage to so that there won't be some sort of abilities that do allow a soldier to move slightly further or gain additional damage or get increased grenade range. So who knows, you might see something similar to what you're looking for.

 

I hope the Tok'ra are doing ok!

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Dark_Ansem posted this 05 August 2017

If if were to work a bit more like a tabletop it wouldn't be SO bad.

Martouf posted this 05 August 2017

Actually the modern XCom is as much as a boardgame adoption as Hearthstone is a cardgame adoption.

The mechanism of cover. It gives the same cover bonus to everything one step beyond that horizontal line.
Even a sniper who is standing 30 tiles next to you but 1 step beyond your line of cover suffers a penalty of your cover.
A realistic videogame would make an elaborate calculation based on angle and distance per tile and almost ignoring the cover.
So there is a clue that it uses simplified boardgame mechanics.

The 2 actions per turn is used in miniature boardgames for years.

The shotpercentage is base 45% then low cover adds 20% and high cover 40%.
Being elevated gives 10% aim and 10% cover. I might be a bit wrong on the numbers, but it is similar to a dice roll and then add some modifiers +1/-1. The outcome is highly predictable for the user. And I prefer that in Impossible Iron Man games.

Even the equipment: In boardgames you commonly can only carry e.g. two weapon cards and one item card.

The original xcom was made and designed as a computer game:
Inventory grid, time unit and other statistics, elaborate shot calculations only computers can do.

Boardgames have to be stripped down to core mechanics to create strategical depth with the least amount of components/rules. Modern XCom wanted to simplify and my guess is they looked at and used boardgame principles as a base.

If simplification of the tactical map is considered an improvement then boardgames might be a good source of education.

Sorry for the rant, that must be my symbiote's doing.

UnstableVoltage posted this 05 August 2017

You've just proven my point. I said in my post that the modern XCom games are designed to work like a board game. I said it was Phoenix Point that isn't, as it's mechanically more similar to the original X-Coms.

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Martouf posted this 06 August 2017

Yes I did. Reread your post after and realised it too. Sorry. Well im glad you guys consider all these things. Btw I am typing this post blind. There seems to be a bug on the preview window. Samsung S7. Tried 2 browsers. All characters are blank in preview window

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