It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
In regards to operatives breaking glass windows and not raising suspicion in the process:

How about introducing the classic glass cutter trope to Phantom Doctrine's version of 1983?

https://www.youtube.com/watch?v=Btyx4zkgHpg&t=18m24s
https://www.youtube.com/watch?v=gdMGBxt7Kv8&t=1m29s

Could be rolled, with the lockpick, into a sort of Leatherman-like multitool, effectively replacing the lockpick, for example.
Would require a new unique animation/set of animations too, of course.
Post edited August 16, 2018 by Swedrami
avatar
Swedrami: The "[ i ]" hints that pop up during the tutorial bits and your first time in the hideout looking around and figuring out all the different things you can do could use some sort of cancel/dismiss/closing functionality ("X" button in the top right corner or something similar).
It's more often than not that they're in the way (e.g. the first time using the evidence board in Analytics) and you just want them gone without having to proceed to the next thing to do in the order of things to do, if you know what I mean.
Yeah, definately. I had this issue too! This game feels like we paid for a beta version.
avatar
Swedrami: In regards to operatives breaking glass windows and not raising suspicion in the process:

How about introducing the classic glass cutter trope to Phantom Doctrine's version of 1983?

https://www.youtube.com/watch?v=Btyx4zkgHpg&t=18m24s
https://www.youtube.com/watch?v=gdMGBxt7Kv8&t=1m29s

Could be rolled, with the lockpick, into a sort of Leatherman-like multitool, effectively replacing the lockpick, for example.
Would require a new unique animation/set of animations too, of course.
Yeah it somhow feels off to break through windows, while soldiers and civillians swarm the room and no one is getting alarmed while you deactivate the cameras. So....sneaky

@Jamie.Monro

Thanks, could get the words as right as you about the Puzzles
Got another one - would LOVE to be able to name Save Games.

Hate when a game just gives me date / time of save. The option to label them would be great.
avatar
Ixamyakxim: Got another one - would LOVE to be able to name Save Games.

Hate when a game just gives me date / time of save. The option to label them would be great.
OMG yes this please!
avatar
Swedrami: In regards to operatives breaking glass windows and not raising suspicion in the process:

How about introducing the classic glass cutter trope to Phantom Doctrine's version of 1983?

https://www.youtube.com/watch?v=Btyx4zkgHpg&t=18m24s
https://www.youtube.com/watch?v=gdMGBxt7Kv8&t=1m29s

Could be rolled, with the lockpick, into a sort of Leatherman-like multitool, effectively replacing the lockpick, for example.
Would require a new unique animation/set of animations too, of course.
avatar
Andariel89: Yeah it somhow feels off to break through windows, while soldiers and civillians swarm the room and no one is getting alarmed while you deactivate the cameras. So....sneaky
I was actually surprised to learn that there wasn't a glass-cutting mechanic or at least a way to silently open windows at all. Probably expected a bit too much here but it's still kind of weird that a game like Phantom Doctrine, with a fairly "accurate" depiction of espionage at the height of the Cold War would not feature one of the most iconic tropes/cliches commonly associated with silently breaking into/infiltrating a secured, tightly locked up location.
Post edited August 17, 2018 by Swedrami
avatar
Ixamyakxim: Got another one - would LOVE to be able to name Save Games.

Hate when a game just gives me date / time of save. The option to label them would be great.
Agreed. Sorting them according to campaign would be neat also. For example having subfolders for your CIA your KGB and your third run.

Also I would like containers to be more visible. If you could press a button to highlight all interactable objects like you can in many isometric RPGSs that might be the best solution as to not have them distract from the scenery normally but being easier to find when you want to look for them.
As it is since you can see them but it takes an effort to do so it's a bit of a strain going over the whole map at mission start and memorizing all the locations to get a general sense of what pathing to use.
Post edited August 17, 2018 by Gliese58i
I posted this in the Discord, but just in case it gets missed:

I was wondering whether it might be possible to show a weapons maximum range and where damage starts to fall off. From a little combat I did today I can see that damage does indeed fall off with distance, and pistols have a smaller maximum range than other weapons, but you can't see this information when comparing weapons. Using this information would help to differentiate weapons a bit more and make it easier to choose the right weapon for a given role.
Read thru the blog post "The Phantom 'Wallhack'" and I get why you implemented LOS/LOF the way you did: it is/(may be) simpler/not as expensive as the one I'll suggest here. My suggestion will also conflict with the overwatch system as it is right now and alter it in a way where sidestepping counts as movement.
All numbers are just examples/place holders that may or may not sound logical.

First step.
Take away the sidestep and the shooter/target for a second (start from scratch). You have three kinds of cover: full, half and none (open field). Give those specific damage reduction modifiers (hurr hurr): 4/4, 2/4 and 0/4.

Second step.
Implement shooter/target situation and apply those DRM acordingly to each of them.

Third step.
Implement sidestep (hurr hurr). Give sidestep a specific DRM: -1/4.

Fourth step.
Open a setup where (either) S or T are in cover of which DRM does not equal 0/4.
a) T's cover specific DRM + sidestep DRM is 4/4, S has no LOF b) S shoots: add sidestep DRM on attack if cover specific DRM does not equal 0/4 else do not add sitestep DRM. a) T was not in overwatch: add cover specific DRM b) T was in overwatch: add cover specific DRM + sidestep DRM on hit and trigger T's overwatch: add cover specific DRM (+ sidestep DRM if S' cover specific DRM does not equal 0/4) to S on counter attack.

Note: Fourth step does require LOS either before or during (LOS as result of sidestep from S) the execution of S' shot .

This does not include any damage reduction that is not part of the cover system (armor, awareness, you name it) which would still be added on top.
Post edited August 17, 2018 by GrizzledLone
An option to remove equipment from your agents with single button press, it would be really usefull, because right now i have to manually remove all vests/medkits/weapon attachements after every mission. Or just remove it automatically after mission, or make it so there actually is a point in equping your agents with stuff outside of combat

An option of "realistic agent deployment", where you have to manually transport your agents to mission site before tactical mission, because right now they just teleport from the base, reducing the need to manage your agents well.

Also, i think that machine guns` awareness reduction is too high, you basically need only one shot and the other guy cannot dodge and instantly receives max damage from all shots

An option to nerf disguises, for example make it so disguised agents can`t takedown enemies in inflirtration fase

Some way to peek through keyholes and staircases, because right now you are just praying that there are no guards upstairs

Different videos for evacuation vehicle entering and leaving depending on whether it arrives during combat or stealth fase.

In general, an option to change the game rules to your liking, kinda like XCOM`s "Second Wave", would be nice
avatar
Piliffus: An option to remove equipment from your agents with single button press, it would be really usefull, because right now i have to manually remove all vests/medkits/weapon attachements after every mission. Or just remove it automatically after mission, or make it so there actually is a point in equping your agents with stuff outside of combat
Agree on a strip all feature. There is a reason to have agents equipped at all times though; ambushes. There is also a reason to never have them equipped outside missions; defections and awols.
Post-processing adds some very annoying motion-blur, you can remove it by putting the setting to low, a better option would be to have a separate entry on the menu.
Not a big deal, post-processing in most games is useless and adds annoying effects that I'm not a fan of.
avatar
armitom: Post-processing adds some very annoying motion-blur, you can remove it by putting the setting to low, a better option would be to have a separate entry on the menu.
Not a big deal, post-processing in most games is useless and adds annoying effects that I'm not a fan of.
Almost all games do it and it is annoying. Blur happens naturally whenever something moves fast even on a tv screen no need for more artificial blur. I think they do it for screenshots. I always switch it off where I can.
avatar
Andariel89: How do you guys think about the information puzzle minigame?

I think it is very confusing, esp with the random set "covernames"
It sometimes sounds like an interesting story but many pieces are so crippled with black stripes, so it doenst make any sense only to give you covernames.

I would like to see a resume with every objekt beeing named (as you uncovered the names) and as final Conclusion of the Story you uncovered with your hard fieldwork.

right now... I cant get much interesting stories out of it.

(I love history and you guys [I mean the Devs] made it seem cool to use real top secret stuff like MK Ultra)
Personally I was also hoping for something more detailed and in-depth. This system looks like it's really cool and detailed, but unfortunately it just amounts to random snippets containing random codewords (which you have to select, even though you can't actually get it wrong - so it's just busywork), plus other random snippets which you can't zoom in on or read (which have codewords already extracted), and then you just play match the codeword.

It does look pretty cool, but I was hoping for something like Floor 13, or more appropriately the ancient "Covert Action" in terms of how stories are uncovered. The latter had lots of randomisation of groups, locations, people, even plots, but there seemed more logic to it. Then again, this is intelligence after all - piecing together partial facts is all part of it.

I was also hoping there would be potential for getting things wrong via the corkboard - whether due to simply piecing things together incorrectly, or getting intel that ends up being false, or even fake intel (e.g. planted by enemy counter-intel). Haven't seen it so far.

However, in the interim I agree it would be cool to have the uncovered stories at least stay around for later perusal (archives?). Or possibly detailed dossiers of the agent(s) you detect, which fill in as you learn more about them (we sort of have this, but it's very bare-bones at the moment).
I'm sure someone has mentioned this, but can you please add the ability to zoom in/out in tactical maps that is actually useful and not annoying as all hell to use? I understand trying new things etc., but I can't understand how anyone anywhere with basic human cognitive functions and appendages can possibly consider a button you have to hold down to zoom out a little bit as a useful feature.

OK it's better than not being able to zoom out at all, but was there really someone out there who thought "No, I don't want to zoom in/out manually, I just want to temporarily zoom out a little bit with a button. Most of the time I like to be zoomed in just enough so that in most situations, I can't quite see the ends of the room I'm in - but not so much that I can see more detail. I'd rather spend ages scrolling back and forth instead!" ?

I want to fight the enemy, not the UI.