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<blockquote data-quote="shurai" data-source="post: 225418"><p>Okay, I've already been talking too much, but here's some more:</p><p></p><p>I find it interesting that some folks have posted that Silhouette is more for RP while others have found it focused on the tactical aspect. To me, this seems to mean that it's good for both. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>Also, as to the quality of the tactical experience, I've found that there is definitely some complexity to the game, but it is to be found in strategizing rather than the tinkering with statistics.</p><p></p><p>For instance, the Command Points mechanic allows you to have a bunch of interesting options representing that often-missed aspect of warfare: Coordination of units through communication and quality of leadership.</p><p></p><p>If the combat is turning into a series of pot-shots, its probably because both sides aren't coordinating and don't realize where the good field position is. Also, were the mission objectives for either side anything interesting like holding territory or blowing up an ammo dump, or just last man standing?</p><p></p><p>You have to fit your head around the idea that <em>every</em> shot fired at you is <em>dangerous</em>, much like in real life. Given that, It's all about staying out of the line of fire, coordinating the attack, suppressing the enemy through cover fire and other distractions, and going after your objectives rather than just pasting the bad guy. </p><p></p><p>Silhouette rarely works like D&D or Battletech, in which you can just stand there and take it if you have enough hit points (or armor or internal structure boxes). If the enemy has any firepower worth noting and gets a sweet shot at you, there's a good chance that you'll die, because that's what modern warfare is like.</p><p></p><p>I actually like that aspect a lot, because it turns combat, especially in the character scale, into a scary exercise.</p><p></p><p>-S</p></blockquote><p></p>
[QUOTE="shurai, post: 225418"] Okay, I've already been talking too much, but here's some more: I find it interesting that some folks have posted that Silhouette is more for RP while others have found it focused on the tactical aspect. To me, this seems to mean that it's good for both. :] Also, as to the quality of the tactical experience, I've found that there is definitely some complexity to the game, but it is to be found in strategizing rather than the tinkering with statistics. For instance, the Command Points mechanic allows you to have a bunch of interesting options representing that often-missed aspect of warfare: Coordination of units through communication and quality of leadership. If the combat is turning into a series of pot-shots, its probably because both sides aren't coordinating and don't realize where the good field position is. Also, were the mission objectives for either side anything interesting like holding territory or blowing up an ammo dump, or just last man standing? You have to fit your head around the idea that [i]every[/i] shot fired at you is [i]dangerous[/i], much like in real life. Given that, It's all about staying out of the line of fire, coordinating the attack, suppressing the enemy through cover fire and other distractions, and going after your objectives rather than just pasting the bad guy. Silhouette rarely works like D&D or Battletech, in which you can just stand there and take it if you have enough hit points (or armor or internal structure boxes). If the enemy has any firepower worth noting and gets a sweet shot at you, there's a good chance that you'll die, because that's what modern warfare is like. I actually like that aspect a lot, because it turns combat, especially in the character scale, into a scary exercise. -S [/QUOTE]
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