Hello. If I may add some things, which, in my mind, are really bad right now, and should be corrected :
I just played a game versus my brother, on a 7*7 map. We had respectively 9 and 8 guys, each. Well, starting turn 2, we saw heck on earth. Explosions everywhere, no real safe area. I had two XAAS, my bro had one. I had a rocket launcher, he had a grenade launcher. In the end, the map was ground zero in a 2*3 area, and we only played with 10k... Seriously, those explosives turn those maps into swiss cheese. Conclusion to come, please read on
We both had bought sniper rifles, as we were playing on a map featuring a nice road from my end to his end, and thus offering a perfect firing line. Well, we were kinda disappointed when we found out we didn't see anybody, and most of our starting fight has been firing rockets or other HE shells on buildings which *could*, maybe, hide ennemy troops. Well, even after those preliminary razings, when we started looking for the other one at close quarters (about 10 squares is "close", for me), we had difficulties finding each other. Not because the map was too large. In fact, it was because our soldiers don't see anything after a few steps.
I'm a huge fan of Guerilla (JA2), and in this game you could see at long ranges. I'm a huge fan of UFO:EU, and UFO:TFTD. There, too, you could see far away, by daylight (maybe 30 squares, or more). Well, light factor was set to the maximum value you authorize, that is 16. The sun was indeed shining bright on the map. But our troops couldn't see each other at a distance greater than maybe 10 squares (diagonnaly speaking, so it may be about 15 or 16 squares in a straight line)
Ah, and a running guy could cover the map in a 3 to 4 turns action. I think it's quite a short size, especially as it's the largest available...
In fact, all those things are linked together to reduce enjoyment. What I mean is, you can't see far away *because* maps are small, and it would surely spoil the game to see every enemy move. But it is frustrating to have the sight range of a sick mole, and to be unable to spot somebody just crouching at the other end of a small garden. And with even such a large map, explosions, RANDOMLY FIRED EXPLOSIONS, I mean, were the deadliest weapons we had...
So, my biggest request, is to provide a chance to use BIGGER maps. I mean it, really. It would reduce the effect of explosives, as people would be much more scattered. Please remember we obtained such a carnage using only 10k money each ! Just imagine starting with over 20k on the same map... Nearly half the buildings would have been down within 2 to 3 turns...
My second request is to allow a much longer sight range. If the "light level" really is "maximum vision range", please allow for larger settings. After all, if precision is affected by range, affected enough, I mean, it shouldn't be too dangerous. And if you do not use cover, it's your fault that you're spotted easily. A minimum "selectable" range should be up to 30 squares, and it would still be short. In my mind, people should be able to see even up to 40 or 50 squares, if on clear grounds, obviously.
My third request is to lessen accordingly the chance to hit at long range, if it isn't already the case. I mean, using a pistol, you shouldn't be able to hit something at a distance of 30 squares or above, except by sheer luck. This could be emulated by setting a "range" parameter on weapons, allowing to choose them according to the layout. If you go over the weapon's range, you lose a lot of precision, for example.
Another things which seemed wierd to me are :
-Grenade lauchers fire in straight lines. They should rather act as little mortars, and thus use a lob-type trajectory. I put a "feature request" on the bug report system, on that matter.
-Weapons get destroyed really easily. I mean, I had two people in flying suits, each holding plasma snipe rifles, a spare clip for it, and a grenade. One, which was flying two levels above the ground, got hit by the side of a grenade explosion (which had occured at ground level, a few squares away), and died. Without even wondering how such a low-power explosion, on the outer edge, could kill right away a 60hp soldier in the best armor, it still amazes me I could only find the spare clip on the body. Both the grenade and the rifle had disappeared. As did a lot of the weapons, in fact, during this battle. I understand HE shots aren't the best thing to take care of material, but still, this was a low power one.
-Walls are made of cardboard. I'm aware there is a thread where it's being discussed, but I thought I could put it here too, as it's "in th mood". In fact, you can raze entire portions of a map much too easily. That a plasma cutter or some high explosives destroy anything, it's OK, it's their job. That a grenade shatters furniture, or blows through thin metal walls (storerooms', for example), or even through some parts of a house's walls, ok. It can happen. That a HE shot does quite the same at the place it hits, OK. But to do it in the ENTIRE Area Of Effect, it is really too much. I mean, what use are those fusion bombs, then ??? Or even rockets, if auto-fired shots (and two bursts a round, for six times more destruction in the same time, and keeping more than half the magazine as a bonus) can do the same job ?
-Primed grenades don't explode when the soldier holding them dies. I had primed a plasma grenade, a few squares away from an enemy guy, and set it to "0" turns. He reaction-fired just in response to the priming, and killed my guy. Where a "normal" grenade would have exploded right away, as it wasn't held secure in the hand, this one did nothing... Is it normal, doc ?
Well, that's all folks ! (for now, at least ^^)
Thanks for having had the courage to read through all this text, and I hope to read you soon !
Edited by Kzwix, 04 January 2007 - 05:25 PM.