Hi, thanks for the feedback. We're watching all feedback we're getting from players carefully and already working on improvements.
I'll gladly explain why the mechanics currently look the way they do. I'm not necessarily defending them, we very much believe that if players have an issue with a mechanic it's either because it actually is bad, it wasn't explained properly or it isn't visualised properly.
- Why can you break windows and not alert people
After many versions of Infiltration we ended up with a binary stealth system in favour of simpler rules because more complicated systems were very hard to grasp and follow by the player. So every action had to fit into "will cause combat" or "won't cause combat" in the end and we decided that breaking windows belongs in the latter category in favour of allowing the player free movement throughout the maps. We were aware that that allows some absurd situations which we weren't too hapy with ourselves, it just felt like the lesser evil.
- Why people on the other side of the planet can be teleported to a mission site instantaneously
while the whole strategic layer is based on travel time ?
Yeah, that's another one of those cases where we ended up with an abstract solution in favour of the gameplay. For a long time travel time actually was
taken into account when determining which agents can participate in a mission.
The result, however, was that:
- you often had these enemy jobs that you could do nothing about, which was a super frustrating situation from the player's perspective
- the rules for whether you could launch a tactical mission and who would be available were super convoluted
So we eventually decided that assaults should be "instant". The explanation for this was that time and travel are abstract representations of something more complicated. For instance that the assault does not literally take place "right now" but very soon and is the bruteforce method that requires virtually no preparation compared to the other jobs. And that "travel" is not just physically moving through the world but includes other preparations for jobs.
In practice it probably still feels too abstract and we didn't make these rules consistent enough.
- Why using a medkit on the field prevents people from getting actually wounded
and go to the infirmary afterwards ? I even had the opportunity to send my main wounded character on a mission, use a medkit on him, and he was totally healed on hist way back. It's nonsense.
You are correct. That's one of those issues we were aware of but didn't manage to fix before release.
- The "failed to report back" mechanic is badly implemented. There should be a mechanic where we see people report back on a talkie walkie or something, leaving us a few turns before the next report. ATM, it's just plain magic.
Agreed. It's sadly one of those things where making a mechanic was easy but making it look good was super expensive compared to more urgent matters. I hope we'll manage to make this work and look more convincing.
- The detection mechanic is also hard to apprehend. Enemy agents will pass through a field of overwatching people, with their guns out, without detecting them but if they spot a corpse afterwards, they can shoot you at will not triggering the overwatchs. When they're on half alert (failed to report back mechanic) they reveal every character on their LOS, even those in disguise with the actor perk. So they can spot an actor disguised, but not a bunch of people with guns pointed at them ?
Agreed. Sadly that's another one of those matters where we had to compromise realism in favour of mechanics. Originally agents actually did not reveal their guns while overwatching during Infiltration, we added this because:
- agents would not manage to kill an NPC with a silenced gun before that NPC raises the alarm (because they'd first have to pull out their gun)
- it was hard to track who was overwatching when characters weren't openly pointing their guns
I think we might be able to work around the former problem at this point (we have added the "bullet time" mechanic since then to fix timing issues), will see about the latter.
Liking the game so far. I don't understand why these mechanics are on the game though.
Thank you, I'm very glad that in spite of these issues you are enjoying the game.
And I hope that I sensibly explained why the game currently looks the way it does. As I said, I'm not justifying the current state, just trying to explain how that's where we ended up and that we're not just dumbasses but there's a bigger story behind each one of these problems. And I promise that we're really working hard to fix everything people justifiably have issues with.
Even Xcom will alert enemies if you jump through windows.
True, the difference is, though, that in XCOM you can't and thus are not expected to eliminate enemies before engaging in combat. In Phantom Doctrine you must do large chunks of the mission in Infiltration if you want to stand a chance, thus we gave the player more leeway. Obviously we overdid it.
1.Soldiers able to shoot you from halfway across the map with no chance of missing as long as they can see you- unless you maybe dodge?
Yeah, we really wanted to avoid RNG so what we were left with was dodging + damage scaling. We underestimated how that system feels to the player, especially early on (eventually you kinda get used to it). We also underestimated how open the maps would be - we expected that more of the combat would take place in closed spaces where range-related issues and accuracy are less of an issue. We're working on ways to make it seem less stupid, among others by tweaking weapon ranges.
2. Does cover even work? No because no one can miss.
In line with my previous point cover reduces damage instead of affecting hit chances (which we do not have). Admittedly there's problems with how this is perceived by the player (we had these qualms early on but eventually got used to the fact that that's just how the game is and didn't consider it a big issue anymore).
I always have a horrible sinking feeling that my man is dead because no one ever misses him. In Xcom if enemies were at range I always knew there was a good chance they may miss if he was at least in some cover.
Yeah, we understand. We'll see what we can do about that.