Combat animations in PG were very controversal, a lot of people did not like them because they slowed down the game too much. In PzC we tried to integrate animations directly into tactical map, units are actually shooting at each other, and I think we have some cool effects there. At the same time, animations are pretty fast and do not slow the game all that much. I don't think we need to spend time changing anything here.patriot14 wrote:I'm still for the "pop-up" engagement like in the PG version for the playstation. It would need to be on/off capable, but I think it adds a little bit more stress to each conflict. Plus the animations and explosions were all unique and added more sense of accomplishment and realism to the units.
I'd also like to see the info pane on the right with a hide function. Once you have the hotkeys down and are deep in battle, the extra 1/4 screen viewing would be nice.
Finally, and I feel a little dumb for asking, but can there be a explanation section for the whole battle results, roll dice, etc. screen when using “L” after battle? I’ve got the basic concept down for strength, rugged, etc, but what determines how many dice are rolled? Is a 20-sided like D&D? Is this actually based on how PG worked behind the scenes? Trust me, if I didn’t know it was there, I wouldn’t even question it, but you guys brought it up. Before I thought it was just “gypsy magic”…….which the SS tried to eliminate….
Side panel can be toggles using F hotkey.
As for battle results, each point of unit's strength which is not killed or suppressed rolls dice. Chances to miss, kill and suppressed are expressed in percent, so I roll 1-100 and interpret the result according to those percents. PG used a similar overall algorithm, but there are many differences in specifics too.