![]() I'm not exactly a slouch at the game's combat system either I beat the optional killer death robot with Rhin in my party. You literally do the same two or three moves for every combat. Numenera aren't powerful enough to be worthwhile and base moves are boring and under-powered. ![]() And it takes forever for all the enemies to move.Īnd saying "both PST and TToN have bad combat" and then making a joke is false equivalency. They rely on massive spawns of the same enemies. Combat drains your pools far, far more than skill checks, so you want to avoid it anyways. Most of the time you're doing the same two moves over and over again. I have to say that complaints about the combat system are completely justified. I mean it's not perfect but I think it's a pretty good system that at least discourages cheating.Īlso, Jagged Alliance 2 is one of my favorite games of all time. But at least it prevents players from going back and trying to get multiple shots off that all hit the target by quickloading and using the minimum amount of AP. ![]() But then you'd only get one shot, instead or 2 or 3. In JA2 if you missed with using 10 AP for a shot, you could conceivably hit the target by using more AP during that same turn if you quickloaded and tried again. Or you could expend 11, 12, 13, 14 et cetera to improve your odds. So if you had say, 25 AP you could expend 10 to get a low probability shot off at an opponent. ![]() It's a turn based game where you expend action points for an activity, whether it's running, climbing or shooting. However, JA2 has a similar mechanism to what you describe. I have played the original Torment, but not the new one (but I'll agree that interesting failure content is nice). They had a much better way around the problem, which was providing interesting failure content. A baked in 65% doesn't stop someone from reloading and adding an extra point to go to 75%. The problem with that is that Torment's system allows you to spend different amounts of consumable resources to change the percent success. There was a way around it though - if you moved your character, then moved another character, then tried to shoot again, it would recalculate the chance of hitting your target. No matter how many times you quickloaded, you would always miss. The game would bake into your save file the fact that you would miss the next shot. You would miss every time you quickloaded. If you quickloaded, surely you would hit the enemy if you tried again right? Let's say you had a 80% chance of hitting an enemy, but you missed. In the game, you had a percent chance of hitting an enemy with a gun (depending on variety of factors, including fatigue, gun condition, accuracy, distance, type of gun, cover, et cetera). Jagged Alliance 2, a tactical strategy game released about a decade and a half ago, had a pretty good solution. Maybe it's just me, but % chance of success coupled with quicksave/quickload seems a bit pointless. It's the best game I've played in the last 12 months. Some routes and avenues can only be opened by deliberately not succeeding. At one bit you talk about how the powerful tend to come together, either as friends or as foes.Ī lot of it to me, so far, is resisting the urge to succeed. The folk you pick up are also ridiculously powerful, but it fits into the game. You're the immensely powerful product of a goddamned deity. It's within your power - as by lore it should be - to succeed at everything. You can fail, and sometimes it's more rewarding to fail. It involves fire, cremation and you're given very ample opportunities, and straight up warnings, if it's about to happen. You can fail constantly, but it's exceptionally hard to actually lose. Whatever way you went, the Nameless One would adapt and come out stronger for it. You were even sometimes rewarded for failure. The original PS:T was one of the first games I ever played which rewarded, deeply, on a mental level. It gets you in every level of feels you have, even some you didn't know you have.
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