• Register

You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with least possible loss of life the desired outcome.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Interaction feedback (view original)
Interaction feedback
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Cantalouper
Cantalouper - - 91 comments

A welcome addition. I had just been spamming the space bar .

Reply Good karma Bad karma+1 vote
isbeorn Author
isbeorn - - 837 comments

I usually do that too. The idea is that the other teammates will handle those things further on. Like you configure the first two or three members to assault rooms and keep moving forward, and one or two guys to go behind and pick up weapons, restrain people, give first aid etc. The player can still do any of those things of course.

Reply Good karma+2 votes
notaclevername
notaclevername - - 522 comments

A mechanic to hear noise in the next room might be interesting. say you were doing this, tying up this person and the AI interacts because one of the AI is a talkative type, the game might alert you aswell, kinda Metal Gear style, with a ! icon, pointing to the next room. you could use audio samples for the talk. It would have to be a random event in the likely hood someone is a jabber or something. Just a gameplay thought.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

I added some more textual feedback to the interactions.

Now you'll see text indicating that an interaction is executing. You'll also be notified when they are aborted. Before this it was not very clear when they were cancelled which probably was a bit confusing.