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Attack of Opportunity is specifically a turn-based combat thing...


* '''Attack of Opportunity'''. Under certain conditions, a combatant can take a free shot/strike at an enemy, usually at a small accuracy penalty. Said conditions usually include an enemy moving in or out of the combatant's effective weapon range.



* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. An extension of [=AoO=] rules, where a ranged combatant aids his ally's advancement either by taking a free shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]].

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* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. An extension of [=AoO=] rules, where a A ranged combatant aids his ally's advancement either by taking a free reaction shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]].



* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy within his weapon's reach that attempts to move past or away from him, preventing them from moving further if it hits.

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* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity a free attack against any enemy within his weapon's reach that who attempts to move past or away from him, preventing them from moving further if it hits.
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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules (i.e. MyRulesAreNotYourRules is ''not'' in effect).

to:

* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality '''Equality Before The Rules]]'''.Rules'''. Both the players and their AI opponents play by the same rules (i.e. MyRulesAreNotYourRules is ''not'' in effect).
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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower, [[DungeonBypass creating shortcuts]] or denying the enemy passage or cover. Some combatants may have [[TheEngineer abilities to repair them]].

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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower, firepower to [[DungeonBypass creating create shortcuts]] or denying deny the enemy passage or cover.passage/cover. Some combatants may have [[TheEngineer abilities to repair them]].
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finally launched


* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself.

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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''.'''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself.
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* '''Movement Speed'''. Different combatants can traverse different distances within the same time span. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities.

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* '''Movement Speed'''. Different combatants can traverse different distances within the same time span.span on the same terrain. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities.



* '''[[TheLeader Leader Unit]]'''. A combatant specialized in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].

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* '''[[TheLeader Leader Unit]]'''. A combatant specialized specializing in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].



* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols to sniper rifles) and melee (cf. daggers to pole arms).

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* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols to and sniper rifles) and melee (cf. daggers to pole arms).and polearms).



* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and a ranged attacker to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.

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* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and a ranged attacker attackers to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.



* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of lower success chance or longer aiming time.

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* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of a lower success chance or a longer aiming time.



* '''[[CombinationAttack Pincer Attack]]'''. Melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides.
* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy attempting to move past him within his weapon's reach, preventing them from moving further. Some combatants may be immune to this.

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* '''[[CombinationAttack Pincer Attack]]'''. Melee An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides.
* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy attempting to move past him within his weapon's reach, reach that attempts to move past or away from him, preventing them from moving further. Some combatants may be immune to this.further if it hits.
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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower, denying the enemy passage or cover. Some combatants may have [[TheEngineer abilities to repair them]].

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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower, [[DungeonBypass creating shortcuts]] or denying the enemy passage or cover. Some combatants may have [[TheEngineer abilities to repair them]].
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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower. Some combatants may have [[TheEngineer abilities to repair them]].

to:

* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower.firepower, denying the enemy passage or cover. Some combatants may have [[TheEngineer abilities to repair them]].
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* '''Movement Speed'''. Different combatants can traverse different distances within the same time span. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities.
* '''Sprint'''. A combatant can move faster than normal for a short time but cannot attack during (and possibly right after) the sprint. His maximum movement speed may be [[SprintMeter temporarily reduced afterwards]], too.
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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules. (i.e. MyRulesAreNotYourRules is ''not'' in effect).

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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules. rules (i.e. MyRulesAreNotYourRules is ''not'' in effect).
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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules.

to:

* '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules.
rules. (i.e. MyRulesAreNotYourRules is ''not'' in effect).

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* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).
* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy attempting to move past him within his weapon's reach, preventing them from moving further. Some combatants may be immune to this.




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* '''[[CombinationAttack Pincer Attack]]'''. Melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides.
* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy attempting to move past him within his weapon's reach, preventing them from moving further. Some combatants may be immune to this.
* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).

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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. An extension of the Scouting rule: If an enemy is seen by an allied scout, a combatant who has the enemy in his firing range can attack him efficiently, even if he is outside his effective ''aiming'' range.

to:

* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. An extension of the Scouting rule: If an enemy is seen by an allied scout, a A ranged combatant who has the enemy in his a much longer firing range than his viewing range and can attack him efficiently, enemies currently seen by his allies ("spotters") even if when he is outside his effective ''aiming'' range.
cannot see them himself.



* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get an enemy into his effective weapon range without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].

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* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get close to an enemy into his effective weapon range without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].


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!!Miscellaneous rules:
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* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close collaboration within the team. Specialized combatants may have access to unique special moves.

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* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close collaboration cooperation within the team. Specialized combatants may have access to unique [[SpecialAttack special moves.moves]].
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* '''Attack Range'''. Different weapons have different [[http://tvtropes.org/pmwiki/discussion.php?id=oaf6livjp43brqmoenrrbes6 minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols to sniper rifles) and melee (cf. daggers to pole arms).

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* '''Attack Range'''. Different weapons have different [[http://tvtropes.org/pmwiki/discussion.php?id=oaf6livjp43brqmoenrrbes6 [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols to sniper rifles) and melee (cf. daggers to pole arms).
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* '''Context Action'''. At predetermined points, a combatant can perform a context-sensitive action (pick a lock, disarm a bomb, hack a computer, etc.), leaving himself exposed to enemy fire.
* '''Rule Breaker'''. A combatant can break or ignore one of the basic rules of the game, usually balanced by some kind of tradeoff.
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* '''[[TheLeader Leader Unit]]'''. A combatant specialized in [[FronlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].

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* '''[[TheLeader Leader Unit]]'''. A combatant specialized in [[FronlineGeneral [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].
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* '''[[MyRulesAreNotYourRules Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules.

to:

* '''[[MyRulesAreNotYourRules '''[[http://tvtropes.org/pmwiki/discussion.php?id=cfyt9j3o0tuq66e1ijmf5716 Equality Before The Rules]]'''. Both the players and their AI opponents play by the same rules.
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* '''Equality Before The Rules'''. Both the players and their AI opponents [[MyRulesAreNotYourRules play by the same rules]].

to:

* '''Equality '''[[MyRulesAreNotYourRules Equality Before The Rules'''. Rules]]'''. Both the players and their AI opponents [[MyRulesAreNotYourRules play by the same rules]].
rules.
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!!RuleNumberOne:
* Both the players and their AI opponents [[MyRulesAreNotYourRules play by the same rules]].

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!!RuleNumberOne:
!!Necessary premise:
* '''Equality Before The Rules'''. Both the players and their AI opponents [[MyRulesAreNotYourRules play by the same rules]].

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!!RuleNumberOne:
* Both the players and their AI opponents [[MyRulesAreNotYourRules play by the same rules]].



* '''FogOfWar'''. Terrain features are revealed to the player only after they come into allied combatants' viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed unless ''currently'' within viewing range of an allied combatant.
* '''Viewing Range'''. Different combatants may have different viewing ranges. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
* '''[[GeoEffects Movement Modifiers]]'''. The movement speed of the combatant depends on the terrain he moves across, e.g. going down a slope is faster than climbing it.
* '''[[GeoEffects High Ground]]'''. If the combatant is physically positioned above his target, the accuracy, range, and damage of his attacks increase. This can be also expanded to simple difference in size between the attacker and the target.

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* '''FogOfWar'''. Terrain features are revealed to the player only after they come into an allied combatants' combatant's viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed unless they are ''currently'' within the viewing range of an allied combatant.
* '''Viewing Range'''. Different combatants may have different viewing ranges. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
* '''[[GeoEffects Movement Modifiers]]'''. The movement speed of the a combatant depends on the terrain he moves across, e.g. going down a slope is faster than climbing it.
* '''[[GeoEffects High Ground]]'''. If the a combatant is physically positioned above his target, the accuracy, range, and damage of his attacks increase. This can be also expanded to simple difference in size between the attacker and the target.
* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower. Some combatants may have [[TheEngineer abilities to repair them]].



* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training get to shine in some situations but are at a severe disadvantage in others, enforcing close collaboration within the team. Specialized combatants may have access to unique special moves.
* '''[[TheLeader Leader Unit]]'''. A combatant specialized in frontline command boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].

to:

* '''Viewing Range'''. Different combatants can have different viewing ranges. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training get to shine in some situations but are at a severe disadvantage in others, enforcing close collaboration within the team. Specialized combatants may have access to unique special moves.
* '''[[TheLeader Leader Unit]]'''. A combatant specialized in [[FronlineGeneral frontline command command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].



* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], the combatant can ignore his cover and generally has better chances of dealing damage.
* '''Attack of Opportunity'''. Under certain conditions, the combatant can take a free shot/strike at an enemy, usually at a small accuracy penalty. Said conditions usually include an enemy moving into/out of the combatant's effective weapon range.
* '''SplashDamage'''. Some attacks, particularly involving explosives, deal damage not just to the targeted combatant but to everyone/everything within a certain radius of the impact.
* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

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* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], the a combatant can ignore his cover and generally has better chances of dealing damage.
* '''Attack of Opportunity'''. Under certain conditions, the a combatant can take a free shot/strike at an enemy, usually at a small accuracy penalty. Said conditions usually include an enemy moving into/out in or out of the combatant's effective weapon range.
* '''SplashDamage'''. Some attacks, particularly involving explosives, StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain radius distance of the impact.
* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Also, attacking Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.



* '''[[TakeCover Taking Cover]]'''. The combatant positions a solid object between himself and a ranged attacker to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. An extension of [=AoO=] rules, where a ranged combatant aids his ally's advancement either by taking a free shot at any enemy who tries to hinder it, or by preventively firing at the known enemy position to [[PinnedDown pin them down]].
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, the combatant can attempt to disarm an enemy, [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of lower success chance or longer aiming time.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer (see below).

to:

* '''[[TakeCover Taking Cover]]'''. The A combatant positions a solid object between himself and a ranged attacker to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. An extension of [=AoO=] rules, where a ranged combatant aids his ally's advancement either by taking a free shot at any enemy who tries to hinder it, or by preventively preemptively firing at the known enemy position to [[PinnedDown pin them down]].
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, the a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy, enemy]], [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of lower success chance or longer aiming time.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer (see below).observer.



* '''Defensive Stance'''. The combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).

to:

* '''Defensive Stance'''. The A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).



* '''Charge'''. The combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. The combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, allowing the combatant to gain some distance.

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* '''Charge'''. The A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. The A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, allowing the combatant to gain some distance.



* '''Concealment'''. Similar to Taking Cover rules, Concealment allows the combatant to get an enemy into his effective weapon range without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].
* '''Smoke Screen'''. The combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.
* '''{{Grappling Hook|Pistol}}'''. Allows the combatant to quickly scale great heights without any climbing aids.
* '''Movement Manipulation'''. The combatant manipulates an enemy to move to a certain spot (towards or away from him), either to distract them from discovering his allies' (or his own) position or to [[FishingForMooks lure them into an ambush]]. Alternatively, he can force enemies out of [[TakeCover cover]].

to:

* '''Concealment'''. Similar to Taking Cover rules, Concealment allows the a combatant to get an enemy into his effective weapon range without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].
* '''Smoke Screen'''. The A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.
* '''{{Grappling Hook|Pistol}}'''. Allows the a combatant to quickly scale great heights without any additional climbing aids.
* '''Movement Manipulation'''. The A combatant manipulates an enemy to move to a certain spot (towards or away from him), either to distract them from discovering his allies' (or his own) position or to [[FishingForMooks lure them into an ambush]]. Alternatively, he can force enemies out of [[TakeCover cover]].
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* '''FogOfWar'''. A combatant's line of sight is limited by the terrain, mobile objects, and distance. The player only knows the situation in the parts of the level that allied combatants can currently observe. A ranged combatant's targeting distance is limited both by his line of sight and his effective weapon range.
* '''Scouting'''. A combatant (or a specialized device) hidden close to an enemy position dispels the FogOfWar around it and reveals the enemy actions to his command. Different combatants may have different viewing ranges.

to:

* '''FogOfWar'''. A combatant's line of sight is limited by Terrain features are revealed to the terrain, mobile objects, and distance. The player only knows the situation in the after they come into allied combatants' viewing range. Dynamic parts of the level that level, such as enemies and moving/destructible objects, are not displayed unless ''currently'' within viewing range of an allied combatants can currently observe. A ranged combatant's targeting distance is limited both by his line of sight and his effective weapon range.
combatant.
* '''Scouting'''. A combatant (or a specialized device) hidden close to an enemy position dispels the FogOfWar around it and reveals the enemy actions to his command.'''Viewing Range'''. Different combatants may have different viewing ranges. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
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* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

to:

* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.
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* '''{{Friendly Fire|Index}}'''. When deploying explosives, any friendly combatant in the blast area is just as vulnerable to it as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

to:

* '''{{Friendly Fire|Index}}'''. When deploying explosives, any friendly combatant in the blast area is Friendly combatants are just as vulnerable to it SplashDamage as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.
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* '''SplashDamage'''. Some attacks, particularly involving explosives, deal damage not just to the targeted combatant but to everyone/everything within a certain radius of the impact.
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* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. An extension of the Scouting rule: If an enemy is seen by an allied scout, any combatant who has the enemy in his firing range can attack him efficiently, even if he is outside his effective ''aiming'' range.

to:

* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. An extension of the Scouting rule: If an enemy is seen by an allied scout, any a combatant who has the enemy in his firing range can attack him efficiently, even if he is outside his effective ''aiming'' range.
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Compare StandardStatusEffects. Compare/contrast VideoGameTacticalIndex, which is about winning tactics invented by the players rather than the gameplay rules forcing them to.

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Compare RPGElements and StandardStatusEffects. Compare/contrast VideoGameTacticalIndex, which is about winning tactics invented by the players rather than the gameplay rules forcing them to.
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Compare StandardStatusEffects. Compare/contrast VideoGameTacticalIndex, which is more about MetaGame than in-game tactics.

to:

Compare StandardStatusEffects. Compare/contrast VideoGameTacticalIndex, which is more about MetaGame winning tactics invented by the players rather than in-game tactics.the gameplay rules forcing them to.
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* '''[[TheLeader Leader Unit]]'''. A combatant specialized in frontline command boosts the efficiency and morale of all friendly units within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].

to:

* '''[[TheLeader Leader Unit]]'''. A combatant specialized in frontline command boosts the efficiency and morale of all friendly units combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].
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* '''Scouting'''. A combatant (or a specialized device) hidden close to an enemy position dispels the FogOfWar around it and reveals the enemy actions to his command.

to:

* '''Scouting'''. A combatant (or a specialized device) hidden close to an enemy position dispels the FogOfWar around it and reveals the enemy actions to his command. Different combatants may have different viewing ranges.
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Added DiffLines:

Gameplay rules that are commonly used to add a tactical dimension to combat-oriented {{video|Games}} and {{tabletop games}}--from TurnBasedTactics, through WesternRPG, to {{Tactical Shooter}}s. At the most basic level, these rules revolve around positioning multiple player-controlled combatants in such a way that allows them to deal damage to enemy combatants, while avoiding getting damaged/killed in turn.

Compare StandardStatusEffects. Compare/contrast VideoGameTacticalIndex, which is more about MetaGame than in-game tactics.
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!!Terrain rules:
* '''FogOfWar'''. A combatant's line of sight is limited by the terrain, mobile objects, and distance. The player only knows the situation in the parts of the level that allied combatants can currently observe. A ranged combatant's targeting distance is limited both by his line of sight and his effective weapon range.
* '''Scouting'''. A combatant (or a specialized device) hidden close to an enemy position dispels the FogOfWar around it and reveals the enemy actions to his command.
* '''[[GeoEffects Movement Modifiers]]'''. The movement speed of the combatant depends on the terrain he moves across, e.g. going down a slope is faster than climbing it.
* '''[[GeoEffects High Ground]]'''. If the combatant is physically positioned above his target, the accuracy, range, and damage of his attacks increase. This can be also expanded to simple difference in size between the attacker and the target.

!!General combatant rules:
* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training get to shine in some situations but are at a severe disadvantage in others, enforcing close collaboration within the team. Specialized combatants may have access to unique special moves.
* '''[[TheLeader Leader Unit]]'''. A combatant specialized in frontline command boosts the efficiency and morale of all friendly units within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].
* '''[[MoraleMechanic Panic]]'''. When faced by overwhelming odds, a combatant can panic and start acting erratically instead of following the player's orders.

!!General combat rules:
* '''Attack Range'''. Different weapons have different [[http://tvtropes.org/pmwiki/discussion.php?id=oaf6livjp43brqmoenrrbes6 minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols to sniper rifles) and melee (cf. daggers to pole arms).
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], the combatant can ignore his cover and generally has better chances of dealing damage.
* '''Attack of Opportunity'''. Under certain conditions, the combatant can take a free shot/strike at an enemy, usually at a small accuracy penalty. Said conditions usually include an enemy moving into/out of the combatant's effective weapon range.
* '''{{Friendly Fire|Index}}'''. When deploying explosives, any friendly combatant in the blast area is just as vulnerable to it as the enemy. Also, attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

!!Ranged combat rules:
* '''[[TakeCover Taking Cover]]'''. The combatant positions a solid object between himself and a ranged attacker to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. An extension of [=AoO=] rules, where a ranged combatant aids his ally's advancement either by taking a free shot at any enemy who tries to hinder it, or by preventively firing at the known enemy position to [[PinnedDown pin them down]].
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, the combatant can attempt to disarm an enemy, [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of lower success chance or longer aiming time.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer (see below).
* '''Blind Firing'''. The ranged combatant can bombard an area outside of his effective aiming range (or covered by smoke or the FogOfWar) but within his firing range, giving him a (small) chance to hit an enemy in that area.
* '''[[http://tvtropes.org/pmwiki/discussion.php?id=bt3j6swuaq5wctkglt4b8v6s Target Spotting]]'''. An extension of the Scouting rule: If an enemy is seen by an allied scout, any combatant who has the enemy in his firing range can attack him efficiently, even if he is outside his effective ''aiming'' range.

!!Melee combat rules:
* '''Defensive Stance'''. The combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).
* '''Crowd Control'''. A melee combatant gets an Attack of Opportunity against any enemy attempting to move past him within his weapon's reach, preventing them from moving further. Some combatants may be immune to this.
* '''Charge'''. The combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. The combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, allowing the combatant to gain some distance.

!!Special ability rules:
* '''Concealment'''. Similar to Taking Cover rules, Concealment allows the combatant to get an enemy into his effective weapon range without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].
* '''Smoke Screen'''. The combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.
* '''{{Grappling Hook|Pistol}}'''. Allows the combatant to quickly scale great heights without any climbing aids.
* '''Movement Manipulation'''. The combatant manipulates an enemy to move to a certain spot (towards or away from him), either to distract them from discovering his allies' (or his own) position or to [[FishingForMooks lure them into an ambush]]. Alternatively, he can force enemies out of [[TakeCover cover]].
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