Difference between revisions of "Turn-Based Combat (Apocalypse)"

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Turn Based Combat (TB)
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[[Image:Icon-TurnBased-(Apocalypse).png|left|Turn-Based Comabt]]
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''also known as the classic gameplay mode of '''X-Com: Enemy Unknown''' and '''X-Com: Terror From The Deep'''
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==The Battlescape Mechanics==
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Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform in alternative sequence (their turn).
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* All units have Time-Units which they use for movement and action points.
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* Units will only react automatically (Reaction Fire) to hostiles only on the others turn. Reaction fire is not possible when the player is in control.
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* Wounding with bleeding (fatal wounds) will decrease in large steps reletive to the severity when it is the players turn.
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* Fire will spread each turn until it self extinguishes and gas effects will slowly dissipate after a full turn of being thick and potent.
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* Civilians will roam the battlescape in a panic.
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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.
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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.
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==Real-Time Only Combat Tactics==
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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.
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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.
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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.
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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.
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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.
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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]]
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[[Category: Apocalypse]]
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==Overview==
 
==Overview==
 
'''Turn-Based Combat (TB)''' uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit's actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire.  
 
'''Turn-Based Combat (TB)''' uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit's actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire.  
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'''[[TU_Threshold_tables_(Apocalypse)|Time Units Use]]
  
 
==Turn Based Features==
 
==Turn Based Features==
 
* In '''TB''' you have plenty of time to plan your moves and think about your next strategy. Though this is the same in [[Real-Time Combat (Apocalypse)|'''RT''']] thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game.  
 
* In '''TB''' you have plenty of time to plan your moves and think about your next strategy. Though this is the same in [[Real-Time Combat (Apocalypse)|'''RT''']] thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game.  
 
* Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that's happening around you all at once.  
 
* Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that's happening around you all at once.  
* One good example of this is when you are attempting to stun and capture a difficult enemy like the Megaspawn. Though they aren't impossible to capture in '''RT''' with the right strategy, it can be a lot easier to do it when the big wall of missiles and disrupter beams isn't shooting back at you!  
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* One good example of this is when you are attempting to stun and capture a difficult enemy like the [[Megaspawn]]. Though they aren't impossible to capture in '''RT''' with the right strategy, it can be a lot easier to do it when the big wall of missiles and Disruptor beams isn't shooting back at you!  
* This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the Popper if you react when it's too close. Agents with no TUs, low reaction will make ripe pickings for brainsuckers and poppers, causing the loss rate to increase considerably.  
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* This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the [[Popper]] if you react when it's too close. Agents with no TUs, low reaction will make ripe pickings for [[Brainsucker]]s and poppers, causing the loss rate to increase considerably.
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**Note that in vanilla Apocalypse, TU are limited to 25% at the end of a turn. This makes reserving more TU for reaction fire useless.
  
 
==Turn Based Combat==
 
==Turn Based Combat==
 
* Grenade settings work differently in '''TB'''. Your timer starts to work by turns and also includes the blast on impact command. Like '''RT''', you can still access this immediately with the left-click shortcut for priming instead of right-clicking.  
 
* Grenade settings work differently in '''TB'''. Your timer starts to work by turns and also includes the blast on impact command. Like '''RT''', you can still access this immediately with the left-click shortcut for priming instead of right-clicking.  
* Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI's not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.  
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* Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI's not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.<br>
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'''Stun Gas''' A bug in turn based mode causes stun damage to be calculated from full TUs, rather than the amount of TUs spent in the cloud. This means that agents with full TU bars take little stun damage, but spending their last few TUs will almost immediately knock them out. This effect can be minimized by making a single move action out of the cloud, or maximized by shooting with your last TUs.<br>
==Tips==
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'''Smoke Clouds'''In turn-based mode these are your primary defensive weapon. Aliens will stop attacks against targets they can not see, and might resume their patrols or charge in to engage. This makes it very effective at closing distance with aliens, so that rookies can efficiently use full auto weapons. Drop smoke at the end of your turn to prevent return fire as your agents move forward.<br>
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== Turn-based ==
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In Turn Based, each attack is an action requiring TUs and Psi Energy, and the effect takes effect right away. This is not too dissimilar to how it functioned in previous XCOM games, except that you require line of sight.
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Stun damage is applied immediately. Morale damage is applied, and the enemy may panic at its next panic test (likely the beginning of its next turn). When Mind Controlled the unit is placed under your control for the remainder of your turn and the enemy's next turn.
  
 
==See Also==
 
==See Also==

Latest revision as of 21:58, 3 December 2023

Turn Based Combat (TB)

Turn-Based Comabt


also known as the classic gameplay mode of X-Com: Enemy Unknown and X-Com: Terror From The Deep

Overview

Turn-Based Combat (TB) uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit's actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire.

Time Units Use

Turn Based Features

  • In TB you have plenty of time to plan your moves and think about your next strategy. Though this is the same in RT thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game.
  • Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that's happening around you all at once.
  • One good example of this is when you are attempting to stun and capture a difficult enemy like the Megaspawn. Though they aren't impossible to capture in RT with the right strategy, it can be a lot easier to do it when the big wall of missiles and Disruptor beams isn't shooting back at you!
  • This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the Popper if you react when it's too close. Agents with no TUs, low reaction will make ripe pickings for Brainsuckers and poppers, causing the loss rate to increase considerably.
    • Note that in vanilla Apocalypse, TU are limited to 25% at the end of a turn. This makes reserving more TU for reaction fire useless.

Turn Based Combat

  • Grenade settings work differently in TB. Your timer starts to work by turns and also includes the blast on impact command. Like RT, you can still access this immediately with the left-click shortcut for priming instead of right-clicking.
  • Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI's not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.

Stun Gas A bug in turn based mode causes stun damage to be calculated from full TUs, rather than the amount of TUs spent in the cloud. This means that agents with full TU bars take little stun damage, but spending their last few TUs will almost immediately knock them out. This effect can be minimized by making a single move action out of the cloud, or maximized by shooting with your last TUs.
Smoke CloudsIn turn-based mode these are your primary defensive weapon. Aliens will stop attacks against targets they can not see, and might resume their patrols or charge in to engage. This makes it very effective at closing distance with aliens, so that rookies can efficiently use full auto weapons. Drop smoke at the end of your turn to prevent return fire as your agents move forward.

Turn-based

In Turn Based, each attack is an action requiring TUs and Psi Energy, and the effect takes effect right away. This is not too dissimilar to how it functioned in previous XCOM games, except that you require line of sight.

Stun damage is applied immediately. Morale damage is applied, and the enemy may panic at its next panic test (likely the beginning of its next turn). When Mind Controlled the unit is placed under your control for the remainder of your turn and the enemy's next turn.

See Also