Daigoji_Gai
Scholar
- Joined
- Mar 24, 2006
- Messages
- 261
bryce777 said:Daigoji_Gai said:bryce777 said:Daigoji_Gai said:bryce777 said:Daigoji_Gai said:Role-Player said:That looks very spiffy but it's an RTS :/ Only comparison with SS is the war part of the setting.
I thought one of the major complaints with SS was the turnbased element, and the horrid AP system that was handled to a far better degree in the original X-Com and the original JA series... Maybe they will add a "hot pause" system similar to Fallout Tactics and what is being planned for Jagged Alliance 3D?
What about it is supposedly different?
In terms of how Action Points are handled in X-Com vs. Silent Storm?
Question is unclear sir.
Yes, how is ss different than ja and xcom? The action points seemed the same to me. The only difference I can think of is burst mode (which doesn't work as well) and sniping (which is a very good addition).
Pacing and the cost to bank ratio. I'll write more about it when I get in tonight after "after-work" drinks with the ladyfriend (much more mature than I,so she is no "girl"friend).
If I recall you can just leave some unused and wait for an interrupt. No big deal, and just like in JA or xcom.
The system has a few flaws, such as being able to throw more shurikens than an SMG can fire once you get throwing over 110, but for the most part I think it is better because most of the costs, such as aiming, looking, standing, etc. etc. etc. are based on skill or stat somehow or can be improved with a perk.
So, your skills actually have a subtle but real effect on your character in the long run. You notice serious improvement, but at the same time you can't ever become rambo - unless you are a scout which has some broken issues in the first game....
All very true, but argh, let me go, I promise to respond, while you are right, you begin to see the fault in the action cost tables based on stats with the shuriken example. There are others. Promise to explain, or attempt to, later.