Difference between revisions of "Real-Time Combat (Apocalypse)"

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==Overview==
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__NOTOC__
One of the new features in Apocalypse is '''Real-Time Combat (RT)''' as an alternative to the [[Turn-Based Combat (Apocalypse)|Turn-Based]] '''(TB)''' system used in the previous games. During '''RT''' both sides units will move and fire at the same time. Units and squads can carry out independently their orders and game progresses as time advances (and you can set the pace or even pause the action).
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Real Time Combat (RT)
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[[Image:Icon-RealTime-(Apocalypse).png|left|Real-Time]]
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<br clear=all>
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''also known with similiar mechanics to a playing style called "Real Time Strategy"''
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<br clear=all>
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==The Battlescape Mechanics==
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Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.
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* All units move about or wait in ambush or hide.  
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* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.
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* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.
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* Fire will spread until it self extinguishes and gas effects will slowly dissipate.
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* Civilians will roam the battlescape in a panic.
  
'''RT''' combat can also be more intense, realistic (seeing as each side is not taking turns), brutal, and at the same time easier. If you're more familiar or more comfortable with it, it can be a viable option. And another use of '''RT''' combat can be to speed up ground battles in order to advance through the game campaign.
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==Settings==
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The Options menu allows the game to instantly pause time if certain requirements are met, eg: "Unit under fire", when the battlescape isometric view is not near that certain trigger.<br>
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Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.
  
==Real Time Challenges==
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==Time==
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Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit's inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:
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* Arm a grenade in an agent's hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.
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* Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it.
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* Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.
  
'''RT''' combat has a number of benefits and challenges.  
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==Real-Time Only Combat Tactics==
# Firstly, everything happens in real time, though you can pause and play at different speeds. This can give you more (or less) time to react to threats.  
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Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.
# It also means your agents react essentially as fast as your ability to give them orders.
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* An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.
# This makes brainsuckers and poppers a lot less dangerous - you get free shots at them as they come at you, no matter your agent's current actions. In contrast, it will make friendly fire casualties more prone to happen.
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* Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.
# '''RT''' adds one more significant benefit to the mix - [[dual-wield]]. In '''TB''', wielding two weapons decreases accuracy and you can't fire both at once. Real time is not restricted in this fashion and agents can fire both weapons at the same time.
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* Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.
# '''RT''' can also make it a lot harder to accomplish certain goals such as capturing live aliens, as combat is far more frantic and it can be harder to account for gunfire when you are trying to capture certain aliens.
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* Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.
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* Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.
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* Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.
  
==Real Time Combat==
 
There are a number of features that set it different from '''TB''' combat:
 
* The game pauses at important moments (such as reporting that a unit is under fire, a new enemy has been spotted, and so on) so you can't easily get overwhelmed. The events that cause the game to pause can be selected from the options menu during any '''RT''' combat at any time.
 
* Grenades also work differently than in '''TB''', mainly because of the priming function; a specific time can be given from 0.25 to 7.5 seconds ( in 0.25 second increments ), giving both far more accurate and a lot more trickier control over the moment of detonation. This can actually be used by crafty commanders to detonate grenades literally in front of their face. Impact mode is also available in '''RT''' combat.
 
** To use a grenade in impact detonation mode, simply right-click on it when it is in your agent's hand; the throw icons near the hand panels will light up and the grenade will disappear to indicate the device is armed. The cursor will change to the throw icon, so left click on the intended target and unpause if necessary. The grenade will explode as soon as it touches the floor.
 
  
==Tips==
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==See Also==
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* [[Turn-Based Combat (Apocalypse)|Turn-Based Gameplay]]
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* [[Real-Time_vs_Turn-Based_(Apocalypse)|Gamplay Comparison]]
  
==See Also==
 
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]]
 
* [[Turn-Based Combat (Apocalypse)|Turn-Based Combat]]
 
* [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 21:43, 3 December 2023

Real Time Combat (RT)

Real-Time


also known with similiar mechanics to a playing style called "Real Time Strategy"

The Battlescape Mechanics

Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.

  • All units move about or wait in ambush or hide.
  • Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.
  • Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.
  • Fire will spread until it self extinguishes and gas effects will slowly dissipate.
  • Civilians will roam the battlescape in a panic.

Settings

The Options menu allows the game to instantly pause time if certain requirements are met, eg: "Unit under fire", when the battlescape isometric view is not near that certain trigger.
Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.

Time

Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit's inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:

  • Arm a grenade in an agent's hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.
  • Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it.
  • Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.

Real-Time Only Combat Tactics

Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.

  • An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.
  • Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.
  • Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.
  • Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.
  • Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.
  • Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.


See Also