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Topics - kharille

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46
Suggestions / Ideas from laser squad nemesis - Sight range / Detection
« on: September 22, 2013, 09:29:25 am »
One feature that was in Laser squad nemesis was the sight range.  A sniper has a longer vision and great for scouting.  Way I see it, some aliens with no eyes shouldn't be able to spot you so easily, whereas chryssalids should be able to see you from miles away and be right on top of you. 

Wonder whether something like this could be implemented?  Any other features from LSN that might work with openXcom?

47
Offtopic / Did you ever bother with those complex score screens?
« on: September 19, 2013, 01:06:28 pm »
I remember ufopaedia being fun to go through the first time round.  I guess I never go there now, better to use the online wiki.  But there just seems to be so many features.  So what if there is alien activity which is not detected by my hyperwave devices.

Does anybody bother with them?  Fun to have, wouldn't want to lose that feature but I guess I never checked it frequently enough.

48
Suggestions / air combat - just thinking about possibilities
« on: September 18, 2013, 06:57:58 pm »
I suppose this is not quite so related to openxcom.  As the game is, it would be hard to introduce some decent air combat and what we have is a relatively simplistic system where the human craft are always in pursuit.  If only some minigame could be introduced that would be much more effective than the 12' version.

Maybe turn based, air to air combat... I know this might make a totally new game in itself, but its something that could've been implemented, and implemented well.

Thoughts?

49
Suggestions / Implementing new types of armour?
« on: September 18, 2013, 02:37:23 am »
As it is, it is quite a simple system which I thought could be improved on easily.  New types of armour with maybe strong front and sides with weak rear armour for storming rooms and buildings, and maybe even heavier types that restrict time units while increasing defence.  Could such a thing be implemented in OpenXcom?

Or possibly something that can extend vision in the darkness?  I know its probably not possible since the day and night is fixed. 

Just curious though.  Its a small aspect but I'm curious how it could make your gaming experience different.  Maybe a psi shield armour that fixes psi strength at 80?

50
Offtopic / Do you like Xcom 2 Terror from the deep?
« on: September 18, 2013, 02:19:07 am »
I thought it was just more of the same with larger maps.  Larger maps would be nice for the original, especially when you got 26 soldiers to run around.  I read somewhere there were more ambush points for the aliens?  I remember the ship terror missions were just tiresome.

Also hated the live alien capture tech tree.  I remember I spent ages, built bases everywhere but couldn't get beyond aqua armour.

Now that I've read about its development, or watched Julian Gollop's presentation on youtube I'm angry that they created that sequel without much if any consultation of Julian.  Great way to take a great franchise and run it down.  This and the flight simulator, first person shooter and all....

51
Suggestions / Multiple skyrangers/craft and maybe bigger ufos?
« on: September 10, 2013, 06:40:45 pm »
I know combat with more than 26 soldiers might be slower, but whats to stop up to 4 avengers landing on the same map?

52
Offtopic / zombies and armour?
« on: September 08, 2013, 06:56:21 pm »
Any reason not to give them their armour bonus?  YOu know, like a flying suited guy getting turned by the chryssalid?  In this case, I'd say the armour is a bit past its shelf life....

53
Suggestions / New types of terrain to interact with?
« on: September 04, 2013, 07:01:31 pm »
Theres some element in the older julian gollop games that you could interact with.  For example, you could wield a lawnmower and cut grass, or take a coffee token and get a coffee.  Theres doors, and in the 12' game you can disarm bombs.

Maybe theres more xcom stuff you can interact with.  Maybe a door control for the back door of the skyranger that takes 100% of all action points and takes place at the end of the turn, or the controls.

What about other things that could make a difference in a battlefield with a moments work? 


54
Just a thought.  The aliens don't have much in the way of personality.  Where as every soldier is unique we just have alien classes.  Wonder whether there may be some form of customization? 

Maybe a pistol equipped alien with massive psi powers for a commander...  or maybe a muton heavy squad with liberal deployment of blaster launchers? 

Just thoughts.  Maybe someone else can think of something really original that ain't occurred to me.  Alien plasma rifle sharpshooters maybe?  High action point 'commando' forces with light weaponry?  Perhaps instead of terror missions it'll be 'alien commando team needs to be cleared from the farm' missions maybe...  and maybe they'll have littered the place with some alien equivalent proximity mines....

55
Offtopic / So what do you think of the firaxis Xcom 12'?
« on: August 20, 2013, 05:10:43 pm »
Fun game, but I would have liked to see a different system, maybe a damage system like the original.  I like the idea of double digit figures for armour ratings and all.  Maybe even some greater personalization.

Anything you would have liked to see in it?

56
Those games go all the way back to ...  84' I think... 

57
One thing dear to my heart is the close combat.  You had daggers and light sabers.  What about a fast firing weapon?  In laser squad the lasers were not that powerful but had a high rate of fire.  There's very little to reflect that except the low action point cost of the laser pistol.

Are there other elements that might be good in OpenXcom?

58
Suggestions / Soldier salaries?
« on: August 14, 2013, 07:03:34 pm »
Not sure what happens but I would imagine its a fixed cost regardless of what ranks you have right?  If it is, would it be worth while to create higher salaries for high ranks?  That might make it preferable to stick with smaller teams?  Imagine if you had multiple colonels, especially the unskilled ones....  Include a high pay and you'll want to 'fire' them yourself....

59
Suggestions / How about a new points system?
« on: August 12, 2013, 07:08:54 pm »
Since taking out a sectopod is way harder than taking out a floater.  Would it be possible to award numbers, maybe ranging from 10-300 for kills and a promotion eligibility system based on this?

Maybe some people might have ideas about how this should be composed.

60
Unmanned aerial vehicles, or maybe an option to obliterate the ufo on the ground using the same weapons?  That would be the ufo would be destroyed which might be good if you can't be bothered with salvage. 

Oh, and hey, night vision goggles....

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