Difference between revisions of "Controls (Apocalypse)"

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* automatically spaced apart relevant to the obstructions at the destination.
 
* automatically spaced apart relevant to the obstructions at the destination.
 
===Single File===
 
===Single File===
Agents move by following closest unit to the destination.
+
'''Note'''
* dynamic adjustment of speed to keep in-line.
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The agents used in single file formation do not have any icon to denote that they are a member of such a grouping. Its [[Known_Bugs_(Apocalypse)|guesswork]]!<br<
 +
* Single File movement does not deferentiate between 'yellow border' leader and 'orange border' passive members as it does with [[Input_Device_Reference_(Apocalypse)#Cityscape_Vehicle_Groups|vehicle groups]]. Any member can become the ''leader'' of the line formation since all will follow whoever is closest to the new destination.
 +
* dynamic adjustment of speed to keep in-line (from a very slow walk to bursts of speed faster than "Run").
 
* small target cross-section when moving forwards.
 
* small target cross-section when moving forwards.
* slower agents who cannot keep up with the leader will hinder those down the line.
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* walking at an angle to a hostile will allow all agents to fire without accidently shooting the one directly in front.
 +
*
 +
The line formation will try maintain a four-cell distance between agents when moving. If the moving ceases, the agents will try to keep a one-cell distance from each other.
 
'''Advanced Use:'''
 
'''Advanced Use:'''
 
Set up a single-file. Each agent will have a buddy that they'll always follow. If you were to deselect the team and select the current leader, all of the other agents will automatically wander after the leader. If you were to break the chain and pick an agent in the middle, that agent becomes the leader of his or her own smaller single file chain. All of the chained agents will keep following their lead unit until they are issued a move order.  
 
Set up a single-file. Each agent will have a buddy that they'll always follow. If you were to deselect the team and select the current leader, all of the other agents will automatically wander after the leader. If you were to break the chain and pick an agent in the middle, that agent becomes the leader of his or her own smaller single file chain. All of the chained agents will keep following their lead unit until they are issued a move order.  

Revision as of 20:09, 7 April 2022

Attitude

X-Com agents on the battlescape area are controlled by an Attitude system (similiar to craft attitude) which, depending on the level of autonomy, may perform actions without direct input from the player. The colour matching the selected attitude is displayed above the unit (or grouping of units) in isometric view of the battlescape.

Safe Mode

Blue
The agent with a Safe attitude will seek cover from a hostile as first preference, may break visual contact in doing so, and then may engage in combat. This is similar to how a panicked hostile acts. As avoidance is paramount, this mode may be unhelpful because your agent may ignore your movement commands. If unarmed and moving position in view of a hostile entity, the agent will run instead.
This mode is primarily used if you want your unit to avoid hostiles.

Cautious Mode

Green
The agent with a Cautious attitude will engage a hostile unit, will try to find cover when under fire and then return fire when the incoming attack ceases. When seeking cover behind an object such as a wall, the cautious agent will side-step (strafe) to face the enemy and fire, quickly moving back when there is incoming fire. Your agent remains aware of enemy positions by trying not to break visual contact for too long. If unarmed and moving position in view of a hostile entity, the agent will run instead.
This mode is primarily used if you want your unit to engage a difficult enemy.

Aggressive Mode

Red
The agent with an Agressive attitude will not seek cover and will fire towards hostiles disregarding civilians and neutrals in the way.
This mode is primarily used if you want your unit to obey your command.

In General

  • Offence is the best defence.
  • An agent within fire or stun gas will immediately run and disregard any attitude command or movement setting. If the agent is not wearing a helmet, smoke will have the same effect as (very weak) stun gas. When the area is safe, they will automatically return to their original position.
  • A grenade being thrown will make safe and cautious agents run away from it. This is dangerous if they run from a Boomeroid.
  • If agents are in position to attack hostiles at a choke point, safe and cautious agents may start moving about to get to cover once the hostiles are engaged. This is dangerous since weapons aren't being fired when Brainsuckers and Poppers are near. Don't do the blue chicken dance.

Movement

An agent who has stopped moving will replenish Stamina at maximum rate.
An unarmed X-Com agent who has a visual on a hostile unit will start to run (irrelevant of movement type) when given a movement destination. Scientists and Engineers do this since they have no other option. Once visual contact is lost, the unit will continue as directed.

Run

The most common movement method for most of the game. A unit forced to run will expend Stamina until almost empty, then will walk.

  • quickly scout the battlescape.
  • move rapidly to cover.
  • escape dangerous environs.
  • cannot fire weapons when running.

Note an agent will run from inside stun gas and fire.

Walk

An armed agent is able to fire a weapon when moving, but at reduced accuracy. Stamina is neither drained or replenished.

  • fire as soon as a hostile is spotted.
  • a hostile may seek cover instead of returning fire as your attacking agent moves closer.
  • an over-encumbered unit.

Crawl

An agent crawling (moving) or prone (not moving) presents the smallest target for enemy fire. Space is needed to lay down (two tiles).

  • a very slow movement reduces noise.
  • accuracy is increased considerably when prone.
  • a brainsucker stuns themselves when trying to attach.
  • crawling over-rides kneel.

Note an agent will momentarily get up to face a new direction, exposing themselves to the brainsucker threat.

Kneel

An agent will drop down on one knee after reaching the new destination.

  • accuracy is improved.
  • slight delay before being ready to fire after moving.
  • turns on the spot to face a new direction.
  • a unit waiting for another to move out of the way will not kneel.

Formations

The two Formations ontrol how groups of agents move in the battlescape.

Group Formation

The default selection. Agents will move to new destination and position themselves in a chequer-board formation.

  • move their maximum speed.
  • automatically spaced apart relevant to the obstructions at the destination.

Single File

Note The agents used in single file formation do not have any icon to denote that they are a member of such a grouping. Its guesswork!<br<

  • Single File movement does not deferentiate between 'yellow border' leader and 'orange border' passive members as it does with vehicle groups. Any member can become the leader of the line formation since all will follow whoever is closest to the new destination.
  • dynamic adjustment of speed to keep in-line (from a very slow walk to bursts of speed faster than "Run").
  • small target cross-section when moving forwards.
  • walking at an angle to a hostile will allow all agents to fire without accidently shooting the one directly in front.

The line formation will try maintain a four-cell distance between agents when moving. If the moving ceases, the agents will try to keep a one-cell distance from each other. Advanced Use: Set up a single-file. Each agent will have a buddy that they'll always follow. If you were to deselect the team and select the current leader, all of the other agents will automatically wander after the leader. If you were to break the chain and pick an agent in the middle, that agent becomes the leader of his or her own smaller single file chain. All of the chained agents will keep following their lead unit until they are issued a move order.

This chaining can be used on soldiers in other teams. With clever use of chaining small single-file formations of agents from others squads together, you could move two squads about the field by only controlling one squad in formation, with each agent in a secondary squad attached to an agent in the first squad.

Chains of agents have an irregular movement pattern. See the next section for details. This irregularity affects any agent that is part of a chain. Even if the lead unit is walking in Formation mode, this movement irregularity continues to hold true until the agent is removed from a Single File chain.

While a very clever walking mode, this movement irregularity causes a small loss in control, thus making it less generally desirable to use.

This mode fails because of the awkward movement, but is a great way of micromanaging small groups. You can use it to make an agent from a different squad follow a member from another squad automatically. By walking and using aggressive, these units can walk around and automatically use reaction fire on any enemies attacking the leading unit.

Walking and running in Single File

When walking in the single file mode, the agents may, for reasons unknown, vary their movement from a sluggish walk that is slower than the normal walk or may even sprint towards the nearest agent or (for the leading agent) way point in varying bursts. This is frustrating, therefore you cannot rely on them to walk or run normally when in single file.

If you must rush everyone to a particular location in a hurry, break out of single file and go to formation, and either move in formation or manually order your troops one at a time.

Combining Single File and Formation Mode

By using single file mode, you can link agents from any group with agents with another. For example, you can get six agents from another squad individually attach themselves to members of the main squad of six agents by making the agents in the first squad the lead unit in mini single-file formations.

Once the units are attached, you can select your main squad and then go back to formation mode. Your main squad will now be able to move about in formation, and the soldiers in the other squad will automatically follow the main squad and basically hover around the primary squad. Note however that because the soldiers are made up of mini single-file formations, your leading units may have their speed affected as if they were in single file.

You can also make longer mini-chains, however this can lead to a big mess agents getting in each others' way.

Shot Types

There are four different shot types that affect the fire rate and accuracy of weapons.

None

Prevents the agent from firing the weapon. It should be used if you want to capture a Alien and don't want it injured.

Aimed-Shot

The slowest and most accurate of the Shot Types. When using this Shot Type units will aim at the selected target. Aimed Shots will caused the least damage to buildings, and it is best used when you want to minimize damage to the surrounding area.

Snap-Shot

The default Shot Type. It is faster then the Aimed Shot, but it is less accurate. When this Shot Type is selected units will fire a unaimed shot in the targets general direction. This shot is best used when the unit is close to the target.

Auto-Shot

The fastest and least accurate of the Shot Types. When this Shot Type is selected, the unit will fire short bursts at the target. It is best utilized at short ranges. If used indiscriminately, this Shot Type can cause unintended damage to the surrounding area.

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