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Suggestions Write your suggestions for additions, changes and bug fixes in Alien Assault 2.

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  #1  
Old 06-24-2012, 16:02
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the_Fifth_Horseman the_Fifth_Horseman is offline
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Default User interface: Move & Fire

In AA1, the player had to manually move one step at a time and switch into firing mode - and then back - every step in order to fire the maximum amount of shots at an enemy.
This worked, but it could get slightly annoying at times.
What if this interface mechanic became secondary (as in, it would still be available... just not the main way the gameplay mechanic is controlled) and we gave the player two options:
1. To manually tag one or more enemies (or blips) to fire at. Then, when executing a multiple-square move the soldier would automatically fire at the indicated enemies without the need for player confirmation. The move should be interrupted if the soldier kills all targeted enemies so that new targets can be selected.
2. To set the soldier to automatically fire at the nearest enemy in range and LOF. If combined with #1, the move would not be interrupted and instead the soldier would default to firing at the remaining marked opponents.

Less moving step-by-step when you're advancing down a 20-square corridor with a few clawed critters waiting at the end = faster gameplay without having to drop any existing mechanics.
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  #2  
Old 06-25-2012, 09:07
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I suppose it's a great idea, provided the player is able to switch from the traditional interface mechanic to the automatic one in the middle of the turn.

By the way, the first option (targetting one or more bugs) doesn't seem so useful (since you usually fire at the nearest ones). On the other hand, I think that too many options can bother the "traditional" player.

So, if you decide to keep things simple, you could have:
1- Traditional mechanic (as in AA1).
2- Automatic mechanic (walk and fire at the nearest target).
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  #3  
Old 06-25-2012, 09:43
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That would only work when walking forward multiple steps and already have the targets in LOF. If you walk forward multiple steps and after first step a new target appear in LOF you have to abort the move, choose it and then walk again.

Jörgen and I have discussed a different system for actions in AA2 compared to what we had in AA1.

When you want to attack with an unselected soldier this is how to shoot at a target:

AA1:
* Move mouse onto a soldier
* LMB click to select the soldier
* RMB click to toggle to fire mode
* Move mouse onto a target
* LMB click on a target to fire at it
= 3 clicks

AA2:
* Move mouse onto a soldier
* LMB click on a soldier to select it
(* If needed click on soldier's weapon icon if needed to switch weapon)
* Move mouse onto a target
* Click on target's attack icon to fire at it
= 2 clicks best case, 3 clicks worst case

If you want to attack for free after moving just skip the first two steps.

With this change you will no longer have to toggle between walk and fire modes. Instead you just choose a target and click on the attack icon.

Last edited by Niklas; 06-25-2012 at 10:05.
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Old 06-25-2012, 09:58
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So Niklas, with your new system the move buttons (I mean, arrows on the tiles) will be shown permanently?
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  #5  
Old 06-25-2012, 10:07
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Only on the selected soldier (as in AA1).

EDIT: Adjusted some of my previous post.
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  #6  
Old 06-25-2012, 10:16
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How we didn't think about it earlier? You can click on an arrow to move or you can click on an enemy to shoot, so there's no need to toggle between walk and fire modes.

I'm totally for this. Fast and simple = the best idea!
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  #7  
Old 06-25-2012, 10:32
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The different type of icons that appear on a target will show you what you can do with the current setup of you active soldier. If a soldier with a flamer thrower aims at a door one square away no action will be available to perform. If the soldier move one step forward up to the door the "open door" action icon will appear. However if the soldier would have had an assault rifle instead the attack icon would be visible both before and after moving.
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  #8  
Old 06-25-2012, 11:52
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the_Fifth_Horseman the_Fifth_Horseman is offline
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Quote:
That would only work when walking forward multiple steps and already have the targets in LOF. If you walk forward multiple steps and after first step a new target appear in LOF you have to abort the move, choose it and then walk again.
As I wrote, enemies or blips: if a targeted blip is converted then all of its' contents would also be marked as targets.
Also, I'm not sure how LOF factors into the ability to choose enemies to take opportunity fire at during movement - you do that, and the soldier would fire at the targeted enemies only if the movement brings them into his LOF.
I guess I'll have to make an illustration or two to explain the concept.
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  #9  
Old 06-25-2012, 12:14
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I think your approach would make it very random to the player which enemy your soldiers fire at. Sometimes a target that to you is high prio is considered low prio by the game.
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  #10  
Old 07-15-2012, 22:46
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Yay for inovations =)
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