20 February 2018
- Last edited 20 February 2018
Yes, we know that the grenades explode on impact rather than have forward momentum. 'Always explode on impact' isn't too bad of a rule (if that's the definitive rule for explosions), it's just a bit basic, it means nades will never bounce/roll/ricochet etc, it might be more interesting/realistic if they could..
..However, topic is not solved yet lol rewind!.. the actual question was 'will throws have a chance to hit %?' (So that they won't always land exactly on a desired spot).. Shouldn't any (and all) ranged attacks have a chance to hit% ?
It's cool how realistic bullet accuracies/ballistics etc are being used in this game, it only makes sense to apply the same (or similar) mechanics to grenades and rockets (both in terms of chance to hit% and ballistics.. if ballistics is too complicated then at least give it a chance to 'miss').
The grenade mechanic in the latest PP demo is a carbon copy of how grenades work in the Firaxis XCOM's. Now, I do quite like that PP is drawing directly upon some of the elements which Firaxis brought to the genre, I'm just not sure that the particular system they used for nade throws was particularly good or worth emulating..
..it's an odds with the rest of the games mechanics. I believe they even admitted as such, there were some circumstances behind its bad implementation.. either way, the next big game in the genre, PP, has the opportunity to correct the mistake.
Think of it this way.. XCOM introduced a system of 100% accuracy on grenades (everything else in their game had a chance to hit %) no one really questions the balance issues it causes, the game was a huge hit.. as such 100% accurate grenades are now pretty much the accepted norm for a strategy/tactics game.. common sense would suggest that aiming/tossing a throwable (with an arcing trajectory) is harder/less accurate than aiming/firing a scoped weapon..
..Now lets pretend for a moment that they hadn't come up with this system..
..What would the reaction be if a dev on the PP project suggested that 'all ranged attacks in the game should be realistic simulations and have a chance to hit%.. EXCEPT grenades. Soldiers can miss gunshots but when it comes to grenades soldiers should become super computers with bionic arms capable of hitting any mark on the board within one pixel, they should always hit their target, never miss'.. would players say 'yeah, cool idea, makes sense' ?
[suggestion] One possible solution for this could be to implement something similar to 'bloom' on the aim/targeting (much like cross-hair bloom widely used in shooters where RNG bullets can land on the reticle or anywhere around it)..
..A system where the grenade could land anywhere within the overall blast area shown (by the UI). How close the nade will land in the centre of that area depends on variables/stats (thus making the Firaxis style non-tactical mechanic tactical).