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** {{TheLeader}}: Archer
** {{TheLancer}}: Lily
** {{TheSmartGuy}}: Gennady
** {{TheBigGuy}}: Bear and Rafael
** {{TheChick}}: Both Lily and Maya are egilible.

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** {{TheLeader}}: {{The Leader}}: Archer
** {{TheLancer}}: {{The Lancer}}: Lily
** {{TheSmartGuy}}: {{The SmartGuy}}: Gennady
** {{TheBigGuy}}: {{The BigGuy}}: Bear and Rafael
** {{TheChick}}: Both Lily and Maya are egilible.{{Cold Sniper}}: Maya



* GameplayAndStorySegregation: In final mission's briefing it's said that if you alert enemies of your presence, you will have limited time to complete the mission before [[spoiler:the spacestation gets blown up]]. Actually, no turn limit will be present.

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* GameplayAndStorySegregation: In final mission's briefing it's said that if you alert enemies of your presence, you will have limited time to complete the mission before [[spoiler:the spacestation space station gets blown up]]. Actually, no turn limit will be present.



* MadeOfIron: Depending on RNG's mood, anyone can take any number of bullets without any actual efects.
* MagikarpPower: Maya. Her sniper rifle kills people death on almost every hit (10% propability of target surviving the shot, before a relevant skil is learned), but she can't fire after doing anything else in a turn. Until she learns skills which lift this restriction.
** A lesser example is Bear. He's fully capable of normal combat, but his shotgun is somewhat underwhelming with its lower accuracy. However, his learnable skills can allow him to later on to ignore cover and achive the same lethality rate as the sniper rifle.

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* MadeOfIron: Depending on RNG's mood, anyone can take any number of bullets without any actual efects.
effects.
* MagikarpPower: Maya. Her sniper rifle kills people death on almost every hit (10% propability probability of target surviving the shot, before a relevant skil skill is learned), but she can't fire after doing anything else in a turn. Until she learns skills which lift this restriction.
** A lesser example is Bear. He's fully capable of normal combat, but his shotgun is somewhat underwhelming with its lower accuracy. However, his learnable skills can allow him to later on to ignore cover and achive achieve the same lethality rate as the sniper rifle.



* MoraleMechanic: Exists in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (normally lower than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks. Archer's skills increase teammates' Morale value and allow him to regain control over panicked characters.

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* MoraleMechanic: Exists in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (normally lower than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate hesitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks. Archer's skills increase teammates' Morale value and allow him to regain control over panicked characters.
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* SkillTree: Every character starts with one unique skill and have nine more to learn. A character can only learn up to seven of them during a single playthrough.

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* SkillTree: SkillScoresAndPerks: Every character starts with one unique skill and have nine more to learn. A character can only learn up to seven of them during a single playthrough.
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Namespacing Needs Wiki Magic Love, and deleting instances that are not appropriate links


NeedsWikiMagicLove.

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NeedsWikiMagicLove.

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Useful Notes/ pages are not tropes


* HongKong: One of the three locations in the game.
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* ShotgunsAreJustBetter: Averted. Bear's Benelli is actually a worse weapon when matched with Archer's MP5. At least until [[MagikarpPower certain skills are obtained]].

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* ShotgunsAreJustBetter: Averted. Bear's Benelli is actually a worse weapon when matched with Archer's MP5.[=MP5=]. At least until [[MagikarpPower certain skills are obtained]].

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* MightyGlacier: Bear and his armor upgrading skills.


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* SuperToughness: Bear and his armor upgrading skills.
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-> Maya: "No more metal."

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-> --> Maya: "No No more metal."
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* EliteMook: Every faction has 2 types of units stronger than their normal mook. One is rarer and is generally more dangerous, the final one is rarest and have a skill mirroring one of playable characters. Examples include:
** Triad's [[GiantMook Goon]], who will wreck everyone in melee range
** Rio's police's Sniper, as restricted in combat as Maya, but also as dangerous.


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** Got the Defend mission? Pray that no one of your team get screwed by random placement.
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* MadeOfIron: Depending on RNG's mood, anyone can take any number of bullets without any actual efects.


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* TankControls: Equivalent for a tactics game. Instead of clicking on the map, you have to click on a static control panel, manually turning the character in any desired direction and moving. Although you can move sideways, turning too much will use up an Action Point, unless you done something else in between (it's more efficient to turn 90 degrees, move sideways, then turn another 90 degrees, than turning around 180 degrees at once)
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''Shadow Watch'' is a 2000 Microsoft Windows video game by Red Storm Entertainment. It is a turn-based tactics game in which the player fights a conspiracy to halt construction of an international space station. It is based on the Creator/TomClancy's Power Plays novel ''Shadow Watch''.

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''Shadow Watch'' is a 2000 Microsoft Windows video game by Red Storm Entertainment. It is a turn-based tactics game in which the player fights a conspiracy plotting to halt construction of an international space station. It is based on the Creator/TomClancy's Power Plays novel ''Shadow Watch''.

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* BlackAndGreyMorality: Your team, while being the good guys, will do massacres of enemies during Assault missions with no concerns. The faction who sends you on this missions, however "good" it seems, will never have any qualms about it. Even including the "good" version of Order of Light.



* EasilyForgiven: It's pretty easy to do a number of missions against faction who's not exactly [[BlackAndGreyMorality evil]], and not culprit, yet you will always find your way to the true mastermind and be forgiven for all that killing of many more-or-less innocent troops.



* KnightTemplar: The "evil" version of Order of Light is this.



* StoryBranching: The game features a degree of randomization and was marketed as being a different game every time one played it (the manual claims that each campaign can proceed 162 ways depending on randomization and player choice). In practice, however, the randomization didn't affect the actual gameplay all that much.

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* StoryBranching: The game features a degree of randomization and was marketed as being a different game every time one played it (the manual claims that each campaign can proceed 162 ways depending on randomization and player choice). Even factions' dossiers have random elements. In practice, however, the randomization didn't affect the actual gameplay all that much.much.
* StuffBlowingUp: Rafael's only attack is throwing grenades. He can also breach doors explosively, with better skills explosion will hurt enemies on the other side.

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* CrouchAndProne: Combatants can crouch, halving the accuracy of all shots directed at them, but they can't move (beside turning around). When someone is hit, he gets knocked down and chance to hit him is divided by four, but the person in question can't do anything other than trying to stand up.



* DemonicSpiders: Of the lesser kind, as everybody dies as easily. To point out some:
** Democratic Revolutionaires: the only enemy type to throw grenades.
** [[MenInBlack Spooks]]: They have similar scanners to Gennady's one. Good thing they don't use them unprovoked.
** Russian Machinegun Operators: Can hit multiple characters at once.
** Chinese Commandos: Can hit you in melee (automatic hit and damage).

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* AttackAttackAttack: Enemies has no other option than this during [[HoldTheLine Defend]] missions.



* DodgeTheBullet: Lily's ultimate skill, halving the accuracy of all shots directed at her
->Lily, after an enemy missed a shot at her: Ducked in time, I think.

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* DemonicSpiders: Of the lesser kind, as everybody dies as easily. To point out some:
** Democratic Revolutionaires: the only enemy type to throw grenades.
** [[MenInBlack Spooks]]: They have similar scanners to Gennady's one. Good thing they don't use them unprovoked.
** Russian Machinegun Operators: Can hit multiple characters at once.
** Chinese Commandos: Can hit you in melee (automatic hit and damage).
* DodgeTheBullet: Lily's ultimate skill, halving the accuracy of all shots directed at her
->Lily, after
her.
->Lily (after
an enemy missed a shot at her: her): Ducked in time, I think.think.
* DoNotRunWithAGun: If someone ran during his turn, his accuracy is halved.



* LuckBasedMission: Putting the RNG aside, doing a mission stealthily without a help of Gennady (for example, sending in Lily alone, with Infiltration skill, allowing her to start in random place in the map) will require some luck.

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* LuckBasedMission: Putting the RNG aside, doing a mission stealthily without a help of Gennady (for example, sending in Lily alone, with Infiltration skill, allowing her to start in random place in the map) will require some luck. Even more, with Gennady or not, if there are more guards on the map. And there's a subject of guards who's patrol routes just happen to wander into entry points.

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* DodgeTheBullet: Lily's ultimate skill, halving the accuracy of all shots directed at her
->Lily, after an enemy missed a shot at her: Ducked in time, I think.



* JustAFleshWound: Or armor hit. Every hit which doesn't result in enemy's death, or damage of hitted character does nothing, besides knocking the combatant down.



* NintendoHard: Game starts out pretty tame. Still, death of one character means failure, unless you have Maya in team with medical skills. Enemies quickly start to heavily outnumber your team, making Assault missions a big challenge. Accuracy of both your characters and enemies is pretty high, which means getting hit if not playing almost flawlessly. And there are also morale effects, taking your characters out of your control. Thankfully, your enemies are subject to the same rules.

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* NintendoHard: Game starts out pretty tame. Still, death of one character means failure, unless you have Maya in team with medical skills. Enemies quickly start to heavily outnumber your team, making Assault [[ShootEverythingThatMoves Assault]] missions a big challenge. Accuracy of both your characters and enemies is pretty high, which means getting hit if not playing almost flawlessly. And there are also morale effects, taking your characters out of your control. Thankfully, your enemies are subject to the same rules.
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* SkillTree: Every character starts with one unique skill and have nine more to learn. A character can only learn up to seven of them during a single playthrough.


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* YouHaveResearchedBreathing: Learning the Bear's Smash Enemy skill essentially means that Bear wondered what could happen if his door-shattering kick was applied to [[OneHitKill human]].
** Lesser examples are Lily deciding to use hollow point ammo and Bear trying out slugs and flechettes.

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* Badass Crew: Especially after getting better skills.

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* Badass Crew: BadassCrew: Especially after getting better skills.



* GameplayAndStorySegregation: In final mission's briefing it's said that if you alert enemies of your presence, you will have limited time to complete the mission before [[spoiler:the spacestation gets blown up]]. Actually, no turn limit will be present.



* LightningBruiser: Lily. She can run from enemy to enemy, silently roundhouse-kicking them into oblivion (higher levels of her Martial skill makes movement integrated into attacking free), her Dash skill makes her free from halving her accuracy because of running, her ultimate Dodge skill halves accuracy of anyone who takes a shot at her.

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* LightningBruiser: Lily. She can run from enemy to enemy, silently roundhouse-kicking them into oblivion (higher levels of her Martial skill makes movement integrated into attacking free), her Dash skill makes her free from halving her accuracy because of running, her ultimate Dodge skill halves accuracy of anyone who takes a shot at her. Her weakness is lack of punch of her Hush-Puppy pistol.


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* PunchPackingPistol: Averted. Lily's pistol has the lowest Power rating of all firearms. At least until she [[MagikarpPower learns]] the Hollow Point skill.

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* NintendoHard: Game starts out pretty tame. Still, death of one character means failure, unless you have Maya in team with medical skills. Enemies quickly start to heavily outnumber your team, making Assault missions a big challenge. Accuracy of both your characters and enemies is pretty high, which means getting hit if not playing almost flawlessly. And there are also morale effects, taking your characters out of your control. Thankfully, your enemies are subject to the same rules.



* SchizofrenicDifficulty: Mission difficulty goes all around the place. Check NintendoHard above.



* WeCannotGoOnWithoutYou: Unless you have Maya with certain skills in a team, any of your characters dying means mission failure.

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* WeCannotGoOnWithoutYou: Unless you have Maya with certain medical skills in a team, any of your characters dying means mission failure.

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* BoringButPractical: Gennady and his [[EnemyScan scanner]] will make every mission in close quarters (and stealth missions) much easier.



* EnemyScan: Gennady's scanner.



* LuckBasedMission: Putting the RNG aside, doing a mission stealthily without a help of Gennady (for example, sending in Lily alone, with Infiltration skill, allowing her to start in random place in the map) will require some luck.



* OneHitKill: Technically, every killed enemy is this (as non-lethal shots do nothing). Maya may increase chance of killing the enemy to 99%

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* OneHitKill: Technically, every killed enemy is this (as non-lethal shots do nothing). Maya may increase chance of killing the enemy to 99%99%.
* OptionalStealth: Downplayed. Stealth is very useful, but if you take more characters on the mission, map may be filled with guard to the brim (see DynamicDificulty above). Also, killing enemies grant additional EXP.



* UselessUsefulSpell: Archer's Snake Eyes skill. It does not exactly show you what is behind a corner like you were one tile away. Even more, it can show that no one is in space where Gennady scanned out someone, yet when you go in there, you may get shot by an enemy standing ''exactly where he was scanned out'', while remaining hidden from Snake Eyes.

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* UselessUsefulSpell: Archer's Snake Eyes skill. It does not exactly show It's supposed to let you what is check what's behind a corner like you were one tile away. Even more, the door, or around the corner, but it's not working as accurately as someone would expect. For example, it can show that no one is in space where Gennady scanned out someone, yet when you go in there, you may get shot by an enemy standing ''exactly where he was scanned out'', while remaining hidden from Snake Eyes.
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* CloseRangeCombatant: Lily and Bear (latter need to learn a skill) can attack in melee, as well as some enemy types. Melee attacks automatically hit and kill enemies/damage characters.


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* UselessUsefulSpell: Archer's Snake Eyes skill. It does not exactly show you what is behind a corner like you were one tile away. Even more, it can show that no one is in space where Gennady scanned out someone, yet when you go in there, you may get shot by an enemy standing ''exactly where he was scanned out'', while remaining hidden from Snake Eyes.
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* TheComputerIsACheatingBastard: Notably averted.

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* Badass Crew: Especially after getting better skills.



* DefinitelyFinalDungeon: The final mission, in which you will face enemies from all plotting factions.



* MagikarpPower: Maya. Her sniper rifle kills people death on almost every hit (5% propability of target surviving the shot), but she can't fire after doing anything else in a turn. Until she learns skills which lift this restriction.

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* MagikarpPower: Maya. Her sniper rifle kills people death on almost every hit (5% (10% propability of target surviving the shot), shot, before a relevant skil is learned), but she can't fire after doing anything else in a turn. Until she learns skills which lift this restriction.



* MoraleMechanic: Exists in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (normally lower than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks.

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* MoraleMechanic: Exists in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (normally lower than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks. Archer's skills increase teammates' Morale value and allow him to regain control over panicked characters.


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* NonCombatEXP: Many things beside killing enemies grant EXP, ranging from being on the mission, up to personally completing objectives. Surveillance and Theft missions, which require stealth, grant double EXP for completing them. Additionally, Gennady gets EXP for scanning out enemies.
* OneHitKill: Technically, every killed enemy is this (as non-lethal shots do nothing). Maya may increase chance of killing the enemy to 99%
* RespawningEnemies: After 10 turns after killing the last enemy, more guards will start to spawn at insertion/extraction points, up to the original number of foes.


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* WeCannotGoOnWithoutYou: Unless you have Maya with certain skills in a team, any of your characters dying means mission failure.
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* HeroicWillpower: Downplayed, but is there. Archer's ultimate skill, Iron Will, makes him totally immune to morale effects, allowing him to use the fullest of his increased Action Points without panicking.
* HoistByHisOwnPetard: Grenades have (in certain situations, like in narrow spaces or places with many obstacles) a little chance of coming back to the thrower.
** Slightly overlapping with PowerUpLetdown, Maya's ultimate skill, Dismay. Enemies who see people die form Maya's sniper shots will have their Action Points immediately increased by 4. Most enemies will be broken (see MoraleMechanic below), but some enemy types may go berserk, and some other may have high enough Morale to remain cool-headed and act normally (now using their doubled number of Action Points)


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* SquishyWizard: Rafael. His grenades can easily take out group of enemies at once, he also have skills allowing him to attack enemies by breaching doors, but he can't use the Cover command (essentially waiting for enemy to attack him as he shows up) and don't have any skills helping him in defense.

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* LightningBruiser: Lily. She can run from enemy to enemy, silently roundhouse-kicking them into oblivion (higher levels of her Martial skill makes movement integrated into attacking free), her Dash skill makes her free from halving her accuracy because of running, her ultimate Dodge skill halves accuracy of anyone who takes a shot at her.



* MightyGlacier: Bear and his armor upgrading skills.



* ShotgunsAreJustBetter: Averted. Bear's Benelli is actually a worse weapon when matched with Archer's MP5. At least until certain skills are obtained.

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* ShotgunsAreJustBetter: Averted. Bear's Benelli is actually a worse weapon when matched with Archer's MP5. At least until [[MagikarpPower certain skills are obtained.obtained]].
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* DynamicDifficulty: Base number of enemies on site is determined by sum of skills of player characters chosen for the mission.


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* GentleGiant: Bear, described in his bio as the "heart of the team". Nice guy, a father/brother figure for his teammates. At least [[BewareTheNiceOnes out of combat]].


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* MagikarpPower: Maya. Her sniper rifle kills people death on almost every hit (5% propability of target surviving the shot), but she can't fire after doing anything else in a turn. Until she learns skills which lift this restriction.
** A lesser example is Bear. He's fully capable of normal combat, but his shotgun is somewhat underwhelming with its lower accuracy. However, his learnable skills can allow him to later on to ignore cover and achive the same lethality rate as the sniper rifle.


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* RNG: Rather prevalent - highest chance of hitting a target is 99%, the same for killing/damaging him. Poor (or lucky) rolls may make any given combatant soak up many bullets without taking damage. Not so much for hitting, since every shot after a missed one will have its accuracy doubled (but always reduced ro 99%, if necessary)

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* BodyArmorAsHitPoints: Enemies have no armor and die from a single damaging shot. Your team is equipped with armor and each character can take two damaging hits without dying (third one is lethal). Played ever further with Bear's skills, which can upgrade his armor to withstand up to 2 more hits, and eventually upgrade armor of the rest of the team by one hit for each character. -> Maya: "No more metal."

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* BodyArmorAsHitPoints: Enemies have no armor and die from a single damaging shot. Your team is equipped with armor and each character can take two damaging hits without dying (third one is lethal). Played ever further with Bear's skills, which can upgrade his armor to withstand up to 2 more hits, and eventually upgrade armor of the rest of the team by one hit for each character. character.
-> Maya: "No more metal."



* RoaringRampageOfRevenge: Rafael and Bear, when their morale gets broken, go berserk and charge in enemies direction. Especially Bear, who literally kicks the hell outta people while berserking. -> Rafael: "You will all pay for this!"

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* RoaringRampageOfRevenge: Rafael and Bear, when their morale gets broken, go berserk and charge in enemies direction. Especially Bear, who literally kicks the hell outta people while berserking. berserking.
-> Rafael: "You will all pay for this!"
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* MoreDakka: Archer's skills allow him to him multiple enemies by spraying. Some enemies are capable of it, too.

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* MoreDakka: Archer's skills allow him to him hit multiple enemies by spraying. Some enemies are capable of it, too.



* RoaringRampageOfRevenge: Rafael and Bear, when their morale gets broken, go berserk and charge in enemies direction. Especially Bear, who literally kicks the hell outta people while berserking

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* RoaringRampageOfRevenge: Rafael and Bear, when their morale gets broken, go berserk and charge in enemies direction. Especially Bear, who literally kicks the hell outta people while berserkingberserking. -> Rafael: "You will all pay for this!"

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* BodyArmorAsHitPoints: Enemies have no armor and die from a single damaging shot. Your team is equipped with armor and each character can take two damaging hits without dying (third one is lethal). Played ever further with Bear's skills, which can upgrade his armor to withstand up to 2 more hits, and eventually upgrade armor of the rest of the team by one hit for each character.

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* BigNo: Rafael, when he dies.
* BodyArmorAsHitPoints: Enemies have no armor and die from a single damaging shot. Your team is equipped with armor and each character can take two damaging hits without dying (third one is lethal). Played ever further with Bear's skills, which can upgrade his armor to withstand up to 2 more hits, and eventually upgrade armor of the rest of the team by one hit for each character. -> Maya: "No more metal."



** {{TheBigGuy}}: Bear

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** {{TheBigGuy}}: BearBear and Rafael



* MoraleMechanic: Exist in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (usually lowe than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks.

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* MoraleMechanic: Exist Exists in a rather original fashion - it's integrated in Action Points. Every character has a unchanging Morale value (usually lowe (normally lower than Action Points). Certain events, like meeting an enemy, being shot at, seeing a teammate being hit etc. will increase the maximum AP count for that character, simulating stress (works for both parties). If the max AP limit reaches the Morale value, the character will hestitate and lose this turn (unless s/he already acted in this round). If the max AP limit exceeds the Morale value, the combatant breaks, and, depending on the character or enemy type, will run away caring about nothing (may fire back if cornered), try to hide from as many enemies as possible (may also fire at enemies, but it's less likely), or go berserk, attacking enemies recklessly and charging into melee, if the combatant is capable of melee attacks.attacks.
* MoreDakka: Archer's skills allow him to him multiple enemies by spraying. Some enemies are capable of it, too.


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* ShortRangeShotgun: Averted. Bear's shotgun has the same range as every other weapon.
* ShotgunsAreJustBetter: Averted. Bear's Benelli is actually a worse weapon when matched with Archer's MP5. At least until certain skills are obtained.

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