In between missions sure, heck even maybe back at your vehicle. What about when you can't get back? Or you are called elsewhere?Remo wrote: ↑June 14th, 2017, 6:11 amAmmo scarcity works well in Post-Apoc setting, but I don't see an elite worldwide professional military organization running out on basic ammo.. it would be a footnote on your operational cost balance sheet along with fuel, food etc expanses.. if we can support the infrastructure for a fleet of strike jets we can have an armory sufficiently supplied with basic ammopost_id=188029 wrote:June 13th, 2017, 6:14 pm Ok. So for me, the different ammo types is less important, as to just the ammo component.
The load up everyones pockets and hope it lasts is EXACTLY what I want. It creates a scarcity issue. You go into the mission, and one of the things you have to weigh up, is whether you can be free and easy with your ammo, or do you conserve it.
Yep I won't deny that, the economic game was broken, so why not fix it. The one I saw in the Reboot was just pisspoor. It was worse than a broken one. The economy was meant to be important, because in the original, it was expected that you would lose some nations as the aliens started to infiltrate more. Yes it was a means to allow the tactical game, but it was also a key part of the game in and of itself. If you didn't take some notice of the economy, you would end up strapped for cash and fighting a much more desperate game.Although in the end its the <strike>economy</strike> gameplay, stupid. The resource Management system was really about providing a way to balance and reward what you can do on the tactical level. The question is whether that is the best way to achieve that, because lets be honest X-Com economics was a joke, it took you a couple of hours to figure out the best play and then its just monotonous gameplay for the rest of your game, every game.
Sure. At a tactical level, and all ammunition does is add one more factor to consider. Is it a mission type that will require a lot of combat, should we maybe take some extra ammo on a character instead of say explosives. Its not just make work, it is a tactical, logistical decision that needs to be made.Overall it is always about making smart decisions, making use of the available information to assess the situation to come up with a good plan. On the operational level its about the type of engagement/foes you'd be facing, what tactics you can employ given your available assets, and choosing the best weapons and equipment for the task ahead. On the tactical level it's about reconnaissance to determine an engagement area, positioning, fire support, adapting etc.post_id=188029 wrote:June 13th, 2017, 6:14 pm Now in most single one off missions, it probably won't cause any issues if you go wild with your fire. But if you are going to have a few missions one after the other, it becomes an extra constraint, and adds flavour.
Do you or do you not "Reload" in the X-com Reboot?To that effect, to me good gameplay is about the wealth of your tactical decision making toolbox. Let me make use reconnaissance drones, smoke to preposition and hinder their line of sight, send hail of bullets and explosives to suppress their positions and cause mayhem, utilize explosives and demolitions to deny them cover and create new points of ingress, smart positioning to flanking their shield users, etc etc.. To that effect, given that Phoenix point is going to use some ability "mana" for balance, I don't see bullet counting offering anything other than encourage boring gameplay (think overwatch creep) and generally more limited tactical options.
As for the rest, making use of deployment and recovery times offers the same constraint you mentioned, and is indeed a good idea.
In most situations, you are going to have enough ammo to get through the battle. Hence you will have no functional difference to the gameplay.
However in some situations, (Long drawn out base assault, a siege, multiple small missions one after the other etc) ammunition should become an issue. Because it is a reasonable tactical element that affects the gameplay.
The addition of ammunition should be done so as to add to the game. It should add a factor to concern yourself with. Something addressable through good planning, but will be an issue sometimes when things go wrong.
It shouldn't be "bullet counting".
By the way. I am actually considering loading up the Reboot. Whacking some Mods on it, and seeing if it is any better with time. I only have the Vanilla game, no DLC, or expansions. Do you think it is worth it, or will I just get more annoyed at it...