
Squad Tactics Prototype, Xcom inspired
I’m a huge fan of the original Xcom(s) and have played most of the subsequent renditions over the years. I’ve had a lot of ideas on how I would go about reworking the original formula and I’ve put a bunch of them into this prototype to judge how they play. I would love to hear anyones input and what they think.
Some of the systems I’ve designed this prototype to explore are
Voxels
Line of Sight
Cover
First Person View
Reaction Fire and Suppression
Voxels:
Voxels are used for destructive environments, an expanded physics system (not seen here) and honest Line of Sight calculations.
LOS:
Honest Line of Sight system. You shoot at an exact point, always. You can target anything.
Cover:
The concept of ‘Cover’ gets changed because of voxels and the honest LOS. ‘Cover’ is simply the parts of a soldiers body that cannot be targeted by the enemy. Your exposure differs dependant on what is exposed and to whom. You’ve can’t be 50% or 100% within cover, as this means something different to each enemy.
First Person View:
I like this system enough it may become the primary way you fire at enemies and perhaps interact with your soldiers. From within First Person View, you can peek and look around or over obsticles, thus exposing your soldier to return fire.
Reaction fire and Suppression:
These systems will work off each other, such that Suppression is somewhat of a counter for Reaction Fire, and Reaction Fire is a counter to Suppression. Soldiers will always fire in reaction as long as they have time units remaining at the end of thier turn. Reactions are activiated simply by not using all of your allocated time units.
A unit is suppressed when being fired upon and depends on how close the shot came to the unit in question. Suppression is a forced reaction, and will cost the affected soldier time Units in the next turn. Suppression works to change the stance of the enemy fired upon. The closer a bullet travels to a unit, the greater chance they will react.
-B