Zombra wrote: ↑
July 13th, 2017, 11:41 pm
Remo wrote: ↑
July 13th, 2017, 6:45 pm
@Zombra, trying to crowbar another feature doesn't make a bad suggestion better. Particularly as you can have your enter/exist TB button
and implement Drool suggestion leaving the combat ending as is.
It's not trying to crowbar another feature in. It's a single concept (allowing player control over TB mode) that has multiple benefits. A single button is fine. But reverting automatically to RT mode and having your guy bleeding and losing HP in real time is poor design unless it's intended to be a twitch game.
Then I still prefer Drool's solution, even if a TB mode was added.
Also I don't know if i'd call it a "twitch game". In my experience, the devs left ample time to deal with such situations even when I screwed up big time --assuming that you played smart and had more than one medic on team, and kept track of the situation time/position not leaving thing hanging in the balance for the very last moment.
So I wonder if maybe this single instance in which we see this in game, in which the lives of your characters in the balance, was intentionally added to elicit a little more emotional response than usual. But than again it just as likely that it was technical decision e.g. given that players can be injured outside of combat as well.
Gizmo wrote: ↑
July 14th, 2017, 12:20 am
There is also an exploit from this... The player can initiate combat to move into an NPC's field of view (emerge from hiding), and then leave it (hide) again, if they have enough action points.
Yeah.. the ability to initiate combat anywhere was often used to game the AI. IMO this is the real deal breaker, as it can allow the player to put his force in best position without giving up the initiative, which can be huge advantage particularly with a cover system.
Also that button/hotkey also could be used as lifeline, pausing the game if you rushed into a bad situation. But otherwise if the player exercise a little caution and planed things out
there is very little difference between the two. Personally, the only time I really got frustrated with lack of positioning was in one particular location/scenario, where combat was initiated near the map mountainous border and the camera kept jumping to mountain top.
Btw I recently have been looking at Expeditions Viking
, their recent update added a ' surprise round on enemy initiative', which introduce positioning mechanic:
A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game.