Empire of sin execution6/18/2023 This robs the game of sense of danger and unpredictability, which is seen in demand for auto-resolve of combat. Even if ration is 2:1, as a rule better equipped gangster wins, even without using his abilities. ![]() Low challenge from AI opponent's: on one to one basis, AI gangsters do not pose a real threat to players gangster, who has body armour, grenades, medpack and high rate of fire automatic weapon.The individual initiative system does not allow such luxury, instead it relies on heroic actions of individual character to carry the day. This allows for much easier planning of your next action, since you can pick and choose who does what. However, in JA2 and majority of XCOM's, initiative revolved around I-go-you-go system, where opponent's were in control of their entire force during their turn. It would be nice to see that on our gangsters, btw. I'm assuming that Empire of Sin is using similar hidden mechanic, since every so often it triggers a Hair Trigger ability. It was also used for Leadership test when soldier would come under fire, and would determine the chance of character going Berserk or running away in horror. In aforementioned Jagged Alliance 2, individual soldiers had a morale stat, which decreased with damage taken, fallen comrades, unpaid salary and other things. Relative rarity of ranged magic weapon, their low rate of fire, and several special requirements (like passing Wisdom saving throw) do not require players to worry about morale, fear, line of sight and collateral damage, such as civilians. Ranged weapons owners as rules do not attack enemies in melee out of fear of hitting friendlies. It quickly puts players into base contact with the enemy, where both of them spent couple of turns rolling dice and taking hits until one of them is killed. ![]() When applied to melee weapons that require character's to get close n personal, this system works rather well. I think none will be surprised if I told them that Initiative mechanics in Empire of Sin is inspired by Dungeons and Dragons system with individual rolls for Initiative and then combat action resolutions.
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