Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
Then this mystery will never be solved.
It's not a misinterpretation.
They changed it.
This struck me as odd and then I remembered whyThere is no general party splitting mechanic in Wasteland 2.
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.
You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.
There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.
Kickstarter-funded games, where promised features go to die.There will be a blend of active and passive skill use. You shouldn't need to manage your party with an Excel sheet, but at the same time we do want you to need to manage various aspects of your party. For example, water will be vital (as it should in a post-apocalyptic environment) and there should be times when you need to decide if you should travel together or split your party up and have the fastest who can purify water and find food head into the wilderness as your team continues on to a time critical distress call, and then hope they can catch up with supplies before the party is consumed by the desert. There should be hard choices with severe consequences.
This was definitely one of the most interesting features.This struck me as odd and then I remembered whyThere is no general party splitting mechanic in Wasteland 2.
http://wasteland.wikia.com/wiki/Wasteland_2_Vision_Document
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.
You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.
There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.
http://wasteland.inxile-entertainment.com/forum/viewtopic.php?f=7&t=2273#p44990
Kickstarter-funded games, where promised features go to die.There will be a blend of active and passive skill use. You shouldn't need to manage your party with an Excel sheet, but at the same time we do want you to need to manage various aspects of your party. For example, water will be vital (as it should in a post-apocalyptic environment) and there should be times when you need to decide if you should travel together or split your party up and have the fastest who can purify water and find food head into the wilderness as your team continues on to a time critical distress call, and then hope they can catch up with supplies before the party is consumed by the desert. There should be hard choices with severe consequences.
As far as I can tell, everything stated here is still true.vision doc said:One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.
You can divide and conquer in combat. If you need someone to move quickly and quietly to pick a lock while your sniper covers the door from a nest across the street as your resident brainiac reprograms the ventilation system to spew out exhaust, then split up your party and act like Desert Rangers do - you're a unit, but a unit that you can split and assign individual tasks to defeat opponents or solve puzzles and quests in the environment.
There'll be times where splitting is to your advantage... and other times where it could put everyone at risk.
The dev post I quoted definitely described something greater than splitting up a party on a single map.It has been clear from the start that the 'split mechanic' was splitting up the party on single maps.
Kickstarter-funded games, where promised features go to die.Fighting scope creep is good, except when I say it isn't.
Try splitting your party up in any of the past 4 Bioware games and tell me how it goes.Plus that's not anything special in a party-based game.
You can in fact split up your party in DA:O and 2. You don't really have much reason to though, aside from aggro'ing mobs into ambushes or sending a rogue ahead to disarm traps.Try splitting your party up in any of the past 4 Bioware games and tell me how it goes.
Being a true party based RPG is special in it's own right these days.
I approve this decision, I'm just stating it in a way that would cause annoyance in others. That's what I do.
That's our RogueyI approve this decision, I'm just stating it in a way that would cause annoyance in others.
For some reason I was thinking Mass Effect came out after DA:O. I never played 2, but people complained about the party mechanics.IYou can in fact split up your party in DA:O and 2. You don't really have much reason to though, aside from aggro'ing mobs into ambushes or sending a rogue ahead to disarm traps.
That's a squad-based shooter, so different expectations.For some reason I was thinking Mass Effect came out after DA:O. I never played 2, but people complained about the party mechanics.
Rainbow Six let me split my party up pretty effectively.That's a squad-based shooter, so different expectations.
I should still be able to fire it and waste ammo if I want to roleplay a retard with a sniper rifle (who was actually a character in my never-finished novel), even if I have 2% to-hit chance, or am mor elikely to shoot myself in the foot than hit the enemy.
I should still be able to fire it and waste ammo if I want to roleplay a retard with a sniper rifle (who was actually a character in my never-finished novel), even if I have 2% to-hit chance, or am mor elikely to shoot myself in the foot than hit the enemy.
Ideally, they should make distinctions between bolt action and semi automatic sniper rifles, and also between different calibers (which usually directly relates to how heavy the weapon is). See, a 12,7 mm (also known as .50 cal) sniper rifle such as the French PGM can weigh more than 17 kg if you include the scope and loaded magazine, and let me tell you it's a son of a bitch to carry around, let alone operate it. Forget about shooting it while standing up as the recoil would knock your ass over.
For gameplay reasons I guess you can group all handguns into one group, SMGs into one group, assault rifles into one group and so on, but a clear distinction should be made between different types of sniper rifles.