I’ve two thoughts I wanted to throw out there at the moment:
Minimum effective range:
I’ve a thought for the sniper rifle and other weapons which may be somewhat cumbersome to use in melee combat. In the theory that the game turns are representative of live combat one would not assume looking down the scope to take your shot would be very do-able at some distances, similarly tracking movement through a scope of close targets is a lot trickier than tracking ones at distance.
How replication of this could be achieved within the game I can appreciate would be difficult, but I wonder if it’s possible to have something like ‘if the middle of the target is within x distance, decrease accuracy by y percentage’. Using a non-cone shaped firing model could also work but I imagine could introduce a lot of interesting bugs.
A mechanic to lean your model manually would be appreciated. Not all the debris seems to trigger the automatic lean out, particularly debris that is not a wall or tree. A manual option would be an easy work around, and deal with somewhat annoying situations where something like a thin pole your character could realistically easily accommodate for is blocking a key part of the shot.
I’ve noticed the wire fences will absorb a shot before being destroyed. I have assumed this is something your team is already across and will change before the final production version of application is released, but if not here’s my thinking: standard bullet or small projectile weapons should not be significantly hindered by this kind of object - nor should they be capable of destroying it. Energy weapons and explosives may be a different story.
At end of battle it seems we get whats in the crates automatically, but have to manually scavenge the bodies during the battle or their loot is lost. Personally I don’t see why in standard missions these two things are treated differently; if it’s a mission we have to extract then everything not on the soldiers would be left behind, if it’s a mission we control the field then everything should be salvaged.
Unless none of my guys have achieved high enough strength, it seems the space in the inventory is limited by items not just encumbrance. From memory I think this is new to this builder pack. From my view this significantly reduces the usefulness of Strength. Would it be possible to either increase the slots based on strength (or backpacks/equipment? Maybe I just haven’t found the magic backpack yet.) or infinite backpack space but limit the amount it’s possible to over encumber yourself intentionally.
Happy to throw around some ideas if you’re open to it.