Hmm, I mean, as I said I am very unlucky so it’s possible that I was just being consistently unlucky, despite how unlikely that is. Even so, my point is more that when that kind of bad luck occurs the game becomes far less fun. So a ‘failsafe’ should activate that could cause at least some of the shots to land within the yellow circle. I mean, the yellow circle itself is actually fairly big so even with that it’d still be possible to miss unless you were at a fairly close range.
Another targeting system similar to Phoenix Point’s that might be worth looking into is the one used in Valkyria Chronicles. It only has a single circle but the principle is the same. http://valkyria.wikia.com/wiki/Accuracy
It is one of that “realism vs fiction” thing, I guess. Sometimes part of realism must be sacrificed to simply have more fun out of game (and by “fun” I don’t mean making game easier or dumbed down). Balancing those two factors appropriately was always crucial in games with any realistic elements - and never easy to do.
I think there will be less noise about targeting system and hitting chance when each unit could only shoot once per one fire action (like sniper do). It would be easier to grasp and easier to implement that way: so my soldier spend one action to shoot once and I know there is (approximately) 50% chances to hit enemy within the yellow zone or (approximately) 75% to hit within red zone. Thanks to the ballistic system even missed shot still hits something on the map (unless aimed to the sky).
Or leave bursts of few shots but line them up rather than spread each one of them, as @Duskmare suggested.
I think it wouldn’t stand in opposition to the ballistics system idea, but needs additional tweaking and testing.
I feel it would be better to have burst work like in the old XCOM games, firing 3-4 shots but with really low accuracy to hit (or a big penalty to the accuracy of the soldier.) I mean it was mostly useful for close quarters back in the old games, and most late game weapons like Sonic Cannons never even had this mode. What I mean is, it would be better to instead calculate the chances to hit for each shot separately, not via this rather nebulous method.
Here’s another thought: Should different weapons have different spread patterns? Assault rifles, for example, would have upward recoil so the spread of an assault rifle should be vertical more-so than horizontal, creating an oblong shape rather than a circular one. The circular shape would work well with the heavy gun because it’s fired from the hip. I think for shotguns you should have something similar to the Player Unknown Battlegrounds mechanics, (now, hear me out for this one) where the red and orange circles are where the shot can go but the spread all lands in that area. In other words, if the shotgun is aiming slightly left of the circle then all the pellets will go slightly left of the circle. Mechanics wise, a single point would be decided and then a set pattern of shotgun pellets would be fired in a circle around that point.
Finally, the sniper rifle should be more accurate than other guns by quite a ways and while it’s already fairly accurate it’s pretty difficult to hit enemies at long range, as the sniper rifle is designed to do. Especially if you’re aiming for particular body parts. So I would suggest having just a single circle for the sniper rifle, either the size of the yellow circle or 75% the size of the current red circle. That being said, the sight range for soldiers is very far at the moment and even further for aliens. If this is reduced significantly in future the sniper rifle should be fine as is, since all confrontations will be at a much shorter range.
Damn, that was a hard shoot down, hahaha. Totally fair though. I think it would have small impacts on gameplay since you’d aim slightly differently depending on the spread pattern but ultimately it wouldn’t impact it enough to be more than a gimmick…
I’d like to see aimed/snap/auto shots back to favour. It was nice and clear system which needed no additional explanation and was clear enough. You had full control over your ammunition and TUs to spend. It could be nicely blended with PP’s likely/supposed damage system.
if the red circle completely covers the enemy, like a sniper shot on the queen, then it’ll hit because no matter where in the red circle the roll lands, it’ll hit the enemy. It is only when part of the circle is no longer on the target that you start getting misses.
Didn’t mean to be that harsh sorry. I like the idea, but In the grand scheme of thing, that’s the kind of thing I’d expect modders to come up with, not a dev team that probably already has a lot on their plate.
Don’t worry about it. I was just kidding. It was a totally fair point and not a harsh shoot down at all, haha. It would be more work than it was worth for the devs so I agree with making it a low priority or leaving it out all together.
All advices are valuable and ppl here on forums have some really cool ideas. To the point when I feel truly sorry for devs: they have to deal with a legend of original X-com while trying to bring some of their own fresh ideas to the turn-based games. It’s definitely not a piece of cake.
Right now the firing seems to work for me, statistically it’s rolling for each shot fired and each individual shot has a 50% chance of hitting. It’s not firing for the group as a whole and applying a percentage to how many shots in the group hit. That’s not how game statistics work, it’s not on a curve like that.
I would like to see accuracy modifiers come into play, stances, etc to increase your ability to hit.