Anonymous asked: I have a few questions about firearms for you. First off, how long will ranges be? Will I be able to climb to the top of a tree (or tower or whatever) and plink the heads off whatever presents itself at 300 yards? Second, will aiming be modeled in? Finally, will there be any major changes to weaponry and combat in general, or will it be somewhat similar to C1/DDA? If I might make a suggestion DF style OPTIONAL aimed attacks would be a fun addition.
Most ranges will be comparable to Cataclysm; that is to say, much shorter than in real life. This is obviously less realistic, but genuinely makes the game much more fun. Tactics become a lot more interesting when you need to be relatively close to your target to shoot them.
There is a significant exception, however. I’m working on “sniping mode,” a special firing mode that will be available to any gun with a scope (many rifles come with scopes, and you can attach a scope to any gun in the game). When you enter sniping mode, you are taken to the world map and asked to choose a location within a certain range of yourself (anywhere from 100 yards for handguns or shotgun slugs to a mile for rare military-grade bolt action rifles). Your view then snaps to that map, and you get a normal targeting *. Unlike normal firing, where time is “paused” while you pick your target, in sniping mode time moves forward as you move your “crosshairs.” Depending on your skill level, you could move the crosshairs 2-10 tiles for every turn that passes. When you actually fire, you will enjoy huge accuracy bonuses to offset this passage of time.
So, a scenario; let’s say you’re attacking a military base, and want to soften it up from a range before moving in. You set up in the woods a quarter-mile away, and enter sniping mode. No one at the base sees you, so they’re all either standing still or walking slowly, so you can easily line up a shot on a guard and take them out. After the first shot, everyone starts running for cover, so it’s a bit of a challenge to line up & time a second shot.
Regarding your second question, I’m not sure what you mean by aiming exactly. I experimented with a system where you could spend a turn just aiming at a target, but not firing on it, and get an accuracy bonus on the turn you do fire. This turned out to just slow down the pace and not be very much fun.
I don’t think I’ll be using aimed / called attacks in Cataclysm 2. Again, they mostly just slow down the action, and when you’re facing off against 30 zombies of various types, you have enough stuff to do without making the relatively-trivial decision of where on their body to aim. It would add a tedious extra step to almost every action, drastically slowing down what would otherwise be an exciting fight. Optional is fine, but presumably making an aimed attack would provide some kind of advantage (otherwise why include it at all?). Any scenario where the player has to choose between tedious gameplay versus missing out on an advantage is a red flag of poor design.
One change from C1/DDA is that both ranged and melee attacks will have modes. Ranged modes include single shot, burst, full-auto, etc., like in C1. Melee modes will vary from weapon to weapon, but can include things like standard attack, sweep (knock them down), pin, etc; for unarmed combat, modes include standard (punch/kick), grab, disarm, throw, and more.