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Juggie

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  1. The first thing I thought when I read about the formations was: "What the hell, this was completely useless feature in the IE games.". There was no way to properly block enemy movement or to protect your weak party members. Formations are useless unless you have zones of control, attacks or opportunity, or something similar. This can be done even without tiles or turn based combat and supports tactical element of the game, so please if you're investing resources into making this feature make it right.
  2. I want to say I fully support symmetry in combat mechanics. I've been advocating this concept in several discussions for a couple of years now. I hope this game can achieve this, because it's what makes games not only much more believable, but also lets you base your tactical decisions on the knowledge that the enemy has certain bounds and cannot do things that are impossible within the setting/combat mechanics. Just look at Jagged Alliance 2. The game rules are (almost) perfectly symmetric. Every enemy has stats within [0,100] range, uses real in-game items and equipment and acts the same way the player's characters do. This is one of the things that make the game one of the best tactical games ever created. I know that it's not a true cRPG, but taking ideas from the game could make the combat much more tactical and interesting.
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