Realistic accuracy + 40k/Rosigma mods in OpenXCOM
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- Опубликовано: 24 авг 2024
- I know nothing about 40k and just get some random dudes and random mission. The goal is to showcase the current state of my "Realistic accuracy" mod and how it works with 40k. Heavy machinegun fire looks (and works) incredibly cool, to my taste.
Next goal is to remove frustrating experience when you shoot from a window with something explosive, accidentally hit the wall in 50cm ahead of you and die.
Terrific stuff. Would you consider Only War style of accuracy rolling?
Don’t know what you’re talking about, can you elaborate? I roll accuracy precisely as written in the tooltip
@@jnarical It's a system used by the tabletop game Only War, and essentially it means instead of having individual chances to hit for each bullet, there is only one chance to hit roll and you hit more or less bullets based on how well you rolled. For example, if every bullet has its own chance to hit, then firing nine bullets in a volley means rolling a 100 sided dice 9 times and they're all independent of each other. With the Only War system, you roll a single 100 sided dice, but for every 10 you surpass your target aim number by you get another hit landed. So if you needed a 66% or under to hit your target, and you rolled a 46, you would hit three times out of your possible bullets you shot - one time for hitting 66, one for 56, and one for 46.
The advantage of a system like this is it stops the meta from becoming "the more bullets you spam, the more chances you have to hit". Instead, firing more bullets is about trying to deal more damage with them, but the chance to hit with any of them is still based on one single aim roll, and you can apply bonuses or penalties accordingly - +10 accuracy for firing on single shot, -10 for firing on full auto, etc. Another advantage is it's a more realistic feeling kind of system; firing twenty bullets doesn't make your soldier's ability to aim any more or less accurate. You can also then do things like use Strength to reduce 'recoil' - stronger soldiers might earn additional hits in a burst of fire easier and need to pass the target number by less than weaker soldiers, or you could also have different weapons have different amounts of 'recoil' - perhaps an easily controlled submachinegun only needs you to pass the target number by 3 for each additional hit, or perhaps a big unwieldy machinegun needs 15 for each extra hit to stay controlled and on target.
Overall it also lets you make the chances to hit higher without breaking the game. It's hard to justify soldiers having 70% to hit at range if they're firing 3+ times in a single attack, because that's three 70% chances in a single action - super likely you'll hit at least one of them. But if it's only a single 70% chance to hit, like XCOM 2012, then it's fine to have higher accuracies and you don't have to keep it as low to account for the multiple bullets.
It's a cool system, just something I thought of when seeing you present this realistic accuracy upgrade to Open XCOM. Hope it's an interesting read at least!
@@beaglerushvods there’s the pitfall when modding games like openxcom. These games are played by people who play them for years and maybe since the original ufo: enemy unknown from 1994 (on PC, or ever prior to 1990 on some other platforms). It’s 35 years old computer game. If you make something for that game - your target audience are those people. There are still many who plays without UFO extender accuracy which means chance to hit is static and have no drop-off for distance. You can’t just make total overhaul for the accuracy system and be sure people will like it.But you can fix things which annoy people for dozens of years, with small non-radical changes to please those people without breaking their habits. Sick shooting spread and its unrealistic feel was bothering me since the old xcom game, just like when you miss launching rocket from behind a window and blast yourself.
The second thing… openxcom was meant to be an opensource recreation of the old game, with mostly all of its quirks and small oddities. OXC code structure thus replicates the old game, it’s still 35y.o. game under the hood. So you cannot just implement any complex thing like accuracy model you’ve mentioned. There’s a bunch of highly coupled classes which work just like that, and every projectile lives its short life alone, with next projectile created after previous ceases to exist. And accuracy is calculated for each one independently, it’s just baked into the code.
@@jnarical Definitely makes sense, I appreciate the reply laying it out. It's no worries, because already what you're doing with this modding is such a good improvement - I too think it's silly how wide the dispersion is on a lot of the shots and especially the 'shoot the window with your rocket launcher' problem, so this sounds like a great improvement. Also for shooting over people's shoulders while they're crouched without friendly firing. Thanks again for working on this, it's a great upgrade.