No.140 / 280Action & reflex · Combat & tactics

Blow Up the Cover

If the enemy is well hidden, blow up the wall; the battlefield keeps changing.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Planning · Risk
XCOM 2No.140XCOM 2

01The core loop

Action → feedback → next choice
  1. 01Find the cover they rely on
  2. 02Destroy it with explosives
  3. 03Enemy is exposed
  4. 04Follow up the attack

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Two enemies hide behind a car at 25% hit chance each; you have one grenade.

  2. T2

    Turn 2 · The player chooses

    The player throws the grenade at the car.

  3. T3

    Turn 3 · The feedback

    The car is destroyed; both lose cover and take 3 damage, raising hit chance to 70%.

  4. T4

    Turn 4 · The next decision

    Teammates open fire, but the player notices the wreck no longer shields their own flank.

How it plays

Cover and walls have durability; explosives or heavy fire can destroy or downgrade them, stripping protection. Destruction is impartial, so new gaps can expose your own line. Explosives are limited, making placement a resource decision.

What the player weighs

  • Grenade the cover vs. save it for a crowd
  • Open new sightlines vs. lose your own protection

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

XCOM 2
X

XCOM 2

P1

Grenades and rockets destroy most cover and walls, and cars can explode on nearby units, so a map can be transformed over one mission.

Frozen Synapse
F

Frozen Synapse

P2

Maps are built of walls and low cover; to my knowledge explosive weapons can destroy some walls, and blasting a gap mid-turn disrupts the opponent's read, though details may vary by version.

The difference worth noticing

In XCOM 2 destruction is a visual climax; in Frozen Synapse it's more a card that breaks the opponent's plan.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Blow Up the CoverCombat & tactics+

Combine with access networks: blasting walls changes map connectivity and reroutes enemy reinforcements, making demolition strategic.

Prototype this combo in Yoroll

→Follow the next idea

Combat & tactics

Cover and Flanking

Cover keeps you safe until someone walks around it.

Prototype complexity
Who plays
Solo decisions
  1. 01Check where cover faces
  2. 02Move to a flanking angle
  3. 03Gain an accuracy bonus
  4. 04Guard against counter-flanks
XCOM 2 · Gears Tactics
Combat & tactics

Shove, Pull, Knock Back

Push enemies off ledges or into fire; position itself becomes the weapon.

Prototype complexity
Who plays
Solo decisions
  1. 01Find hazardous terrain
  2. 02Plan the push direction
  3. 03Shove or pull
  4. 04Hazard does the work
Into the Breach · Baldur’s Gate 3
Combat & tactics

Area Attacks Hit Everyone

A fireball doesn't care whose side you're on, so clear your allies first.

Prototype complexity
Who plays
Solo decisions
  1. 01Find a cluster
  2. 02Check ally positions
  3. 03Adjust position or angle
  4. 04Cast and live with it
Baldur’s Gate 3 · Dragon Age: Origins
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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