Hit percentage of non-aimed shots?

In part, we’re trying to make a game that is a little more simulation.

Yes, players are used to having all of the information presented to them so they can make a decision. However, a soldier on the battlefield doesn’t see a floating hit % or health bars above a target when he aims at them. He makes a decision based on his training, experience and instincts.

I’ve seen a lot of people who play Firaxis XCOM, carefully plan out the order of their attacks each turn to ensure they do the minimum damage required to guarantee a kill on each enemy. We have plans in Phoenix Point to actually hide the health bars of a new enemy (the reason being that as you haven’t encountered/killed them before, you don’t know how much health they have). Their health will eventually be revealed through killing enough of them, research, or some form of scanner. No doubt there will be some people who are unhappy with having enemies where they can’t see the health bars so won’t know if their shot is going to be a guaranteed kill or not… and that’s the point. It isn’t really a quality of life issue. It’s a “that’s just part of the game” issue.

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