Wanted to bring some light on things that really annoy me in FOnline version of CTB.
Mostly this is a game mechanics, but there are also couple of issues that require client improvements as well in order to improve user experience.
General user experience during combat.The single general issue is too many clicks required to perform combat actions (see detailed below). Not everyone of us is Korean professional StarCraft super star...
Reason behind this is FOnline interface is derived from FO1/FO2 which are turn based, and have interface suited for turn based combat, but it doesn't work well in CTB (hack for aimed shoots is a prime example for this).
Current implementation: You have to click each time on target in order to do a single attack/shoot.
Issue #1: You actually have to aim with your mouse cursor and click on enemy which is moving. For big targets it is not a problem but for tiny targets or targets with very narrow parts (like floaters) it can be very tricky - you may not able to hit it while it is moving which results in - it getting close to you.
Issue #2: Ping matters. Let's consider 2 players one with ping 250 other with ping 25. Guy with 250 has spotted the guy with 25 and now clicks to shoot him. Guy with ping 25 has ~200 msec buffer time to react and click attack and still he will shoot first. Another example is if guy with ping 25 attacks first he is basically has couple of free shoots before guy with ping 250 notices him and be able to response.
Proposed Solution: Implement FoT:BoS like character sentry mode and fire hit chance setting(I guess can be added to mercs as well). From
http://fallout.wikia.com/wiki/Fallout_Tactics_combat:
Sentry mode.
The game allows to assign sentry mode to each of squad members to manage his/her default behavior in CTB upon encountering an enemy. There are three different sentry modes - off, defensive and aggressive.
Sentry mode off: The character will ignore any enemy activity until receives no commands from player.
Sentry mode defensive: The character will alert you when an enemy is spotted by flashing their character tab. If this character is fired on, they will return fire.
Sentry mode aggressive: This character will actively fire on the enemy.
Characters on sentry mode will not fire if their chance to hit is lesser than the preset value. The possible values are: 95% (only fire if you're almost assured of hitting), 66% (fire under good conditions), 33% (fire under possible conditions) and 1%.In addition to that make such client/UI improvements:
#0 When character stands still it behaves according to sentry mode (stands or attacks depending on sentry mode and hit chance settings. E.g. Sentry: aggressive, Hit Chance/Aiming threshold: 1%, Aim: to the eyes - will shoot everyone on sight (except members of your group and friendly NPCs of course) aiming to the eyes even if the hit chance is 1%). When you click run it stops fire and it runs.
#1 When you click attack some target - character continues to attack it until:
- target is dead
- you run out of ammo
- target is out of sight or weapon range
- you have clicked to perform other action (attack other target, sneak, reload, move to other hex etc.).
So no need of constant aim and click for each individual single shoot.
#2 Implement such action and hotkeys for them:
- Stop moving - character stops moving (useful when you spot someone etc.).
- Reload weapon (probably there should be a client setting for automatic reloading when out of ammo).
This will make CTB user experience similar to something like Real Time Strategy games rather to what we have now: a broken version of Alien Shooter or Zombie Shooter.
Displayed hit chance and critter info.Current implementation: When you hover mouse cursor over the target you see:
- Hit chance to the body (despite what you are aiming for)
- Hit points if you have awareness
Issue #1: You don't know whom you are attacking/shooting at if there are plenty of targets near by the same hex. Once I have been shooting from laser pistol at flooter and accidentally shoot a BoS soldier who was standing fighting with flooter unarmed and standing near by it (somehow i have clicked at pixel that belongs to BoS Soldier thus attacking him). The guy went for me after he has finished the flooter...
Issue #2: Displayed hit chance is a body hit chance.
Issue #3: Impossible to look at target status while it's moving (as you have to click, wait, click to get to the binoculars icon etc.).
Proposed solution: When you hover cursor over target display the following info:
- Traget name/id: e.g. Flooter
- Target Status: e.g. Unhurt (or number of Hit points and active weapon if you have taken
awareness perk).
- Hit chance on aimed part. E.g. If I aim for the eyes then when I hover mouse cursor over target I should see hit chance to the eyes.
Is is similar to what was done in FoT.
Aimed shoots.Current implementation: You have to pick target every time you click to shoot some one or you have to use hot key.
Issue #1: Target may run away while you setting aimed shoot and picking what part of body to shoot at. (yes, I know there are hotkeys, but not every newbie who just started the game aware of them).
Issue #2: Hotkeys set aim for all slots and all weapons:
E.g.: I pick rifle and press Alt+E to shoot rat in the eyes with 95% hit chance while it is away on distance. Rat comes closer, I switch to the knife. My melee skills are not so great , but i still able to hit rat in the body with 48% chance, but whoops! I'm aiming for the eyes with my knife - 18% hit chance! Now i have to press some hotkey again to disable aimed shoots... Then when i switch to rifle i have to press again to enable aimed shoots... switch t knife - disable... Switch enable, disable, enable, disable ... that is really annoying especially when you forget to disable it and notice it after only several misses...
Proposed solution: Implement aimed shoots in the following way (yes! again like in FoT):
- See image/story board to see how it works:
http://imageshack.us/photo/my-images/811/aimstory.jpg/- Make hotkeys affecting only current active slot or weapon in that active slot (so if i set shoot aimed to eyes while having rifle in active slot#1 it sets rifle to aimed shoots, when i switch to the knife in slot#2 - knife has no aiming etc.).