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Messages - Unknown Hero

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31
@ Sturm

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One thing about the pencil and paper scanner - replicating the exact precision of aliens using pencil and paper to do planning would be unrealistic.

It's a game, not reality. Chryssalid?!? Really!?!

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Turns are pretty short and there's no time to make precise notes of where which aliens is and consulting it with terrain layout,

It's turn based, turn can be "infinite".

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especially from the first person perspective of the soldiers.

It's a game. And not a FPS game.


@ Sturm, @ Muukalainen

You can use the Motion Scanner in different ways (assuming the Aliens have moved during their turn).

Examples :

1) You want to enter a UFO, check before moving inside. "Yes - No".
Are there Aliens inside the UFO?
--> Yes.
--> No.

2) You want to enter a UFO, check before moving inside. "Yes - No - How many".
--> Yes, 3 Aliens.
--> No.

3) There is smoke from Smoke Grenade, your Soldiers can only see 6 tiles away.
The Motion scanner detect 3 Aliens. You (as player) can not see the spotted Aliens on the screen. None of your Soldiers can see one of these Aliens (no red squares on the right side of the screen; no yellow 3D box ("there is someone here!") when you move the 3D box mouse cursor on the screen at the location detected by the scanner; no yellow cursor ("Fire" mouse cursor) when you move the "Fire" mouse cursor on the screen.

You want to fire at one Alien with an "one tile area" weapon (Laser Pistol, Heavy Plasma, whatever). So, you have no other choice that to count the tiles in this case, to fire precisely at the Alien location. Even worse if using multiple Motions Scanners at different locations on the map (the different location can even be close enough and the scanners readings overlap), before firing.

If the player want to use the Motion Scanner with all its possibilities, the way it has been implemented in original XCom is not sufficient.

32
Suggestions / Re: [SUGGESTION-UNCUT][#066] "Implant Devices" slots
« on: July 08, 2014, 08:17:41 pm »
@ yrizoud

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But this one for example is not even a suggestion! You are basically asking the developers to code support for a mod/TC...

I ask nothing.

If developers are interested to do it, if they want to try to do it, if it can lead to another idea, etc., ...their will, their desire, ...their choice.

I hope they do what they do because they like it.

No ideas, ...nothing to develop, nothing to program.

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that you are not writing!

This is the Suggestions forum.

This is not the Development forum, nor the Modding/Experiments forum.

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64 other requests

I would have written "65".

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in the last 2 weeks

So?

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But this one for example is not even a suggestion! You are basically asking the developers to code support for a mod/TC... that you are not writing! After that, how do you think they can take seriously the 64 other requests that you've made in the last 2 weeks ?

What are you trying to express?

33
Suggestions / Re: [SUGGESTION-UNCUT][#066] "Implant Devices" slots
« on: July 08, 2014, 03:02:31 am »
Really, I don't know.
I have an idea that I like, I make a suggestion.  :)
May be someone will be interested enough to make it happens.

Quoting myself:

Quote
Now that OpenXCom has reached 1.0, the engine should evolve.
As long there will be adds/changes to the engine, there will be modders. If the engine "freeze", then nothing more to experiment/add, modders will leave.

34
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 02:51:33 am »
@ Chiko

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The Berserk Smoke Grenade sounds awesome. Imagine all those aliens shooting each other. Those are all good examples for this kind of feature.

Yes, a lot of tactic possibilities and a lot of fun.  :D


@ yrizoud

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These are nice ideas - I'm sure the future lies on having data at the intersection of armors and damages : for ex. electric * civilian armor = 0% damaging + 100% stunning, electric * cyberdisc = 50% damaging + 50% stunning

Now that OpenXCom has reached 1.0, the engine should evolve.
As long there will be adds/changes to the engine, there will be modders. If the engine "freeze", then nothing more to experiment/add, modders will leave.

Quote
I can't imagine a generic system handling several types of smoke, and especially how they interact with each other... (ie if a small smoke grenade explodes "on" a cloud of dense stunning gas, what is supposed to remain?)

Both effects remain active (each effect respectively with its own duration).

35
Work In Progress / Re: New weapon graphics
« on: July 08, 2014, 02:22:35 am »
@ Chiko

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Also, can you add live xcom soldiers as ingredients to manufacture units? Cyborg units is an idea that has been in my notes for ages.

Wounded Soldier --> Robocop.  :)


Quoting myself:

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I want both.  :)

Mechanized Robots (aka BattleMechs, aka Mechs) controlled by human pilots in cockpit.

Think "Mech Commander 1" (with management of various weapons and equipments, ammunitions, skills and experience of the pilots, repairs, purchases, etc.).

HWPs, available throughout the game, low cost.
Mechs, only available later in game after different researches (to be determined), high cost.

Mechs can be considered as different "Armors" by the current game engine.


"Prepare me:

2 Commando-A for scouting and observation.
1 Raven-J for reco, electronic warfare and quick action.
1 Hollander II-A for close support.
1 Hunchback-A for urban combat.
1 Catapult-W for long range support.
1 Atlas-A for direct assault.
and
1 Refit Truck for repairs and ammunitions.

Sectopods, we are coming."  :D

36
Suggestions / Re: Damage Type Options
« on: July 08, 2014, 02:09:48 am »
I would like to have a "Berserk Smoke Grenade" and a "Panic Smoke Grenade" with smoke effect and area effect that lasts over time (also a "Berserk Grenade" and a "Panic Grenade" with instant effect), and all the derived ammunition possible.

And what about Mind Control grenades and ammunition types.  8)

I must stop now!  :o

"Healing Grenade", "Stimulant Grenade", "Pain killer Grenade", etc., I want them all...  :D

37
Suggestions / [SUGGESTION-UNCUT][#066] "Implant Devices" slots
« on: July 08, 2014, 01:27:49 am »
"Implant Devices" slots (under "I.D." text in image, (can be an icon)).

Each soldier/alien/robot/civilian have 4 "Implant Devices" slots.
Each unit can have a random generated number of usable "Implant Devices" slots, from 0 (none) to 4.

A padlock is displayed to indicate unusable slots.
In this image, the soldier has only 2 usable slots, he can only have 2 Implant Devices.

Implant Device:
Size: 1 high x 1 wide
Weight: from 1 to X

Note: Just like the "Copy" and "Paste" buttons for inventory template, the 4 "Implant Devices" slots (and text (or icon)) are masked when the info about Ammo for Weapon are displayed.



Implant Devices must be researched (research to be determined) and manufactured before to be able to use them.
Implant devices boosts units capacities.

They can be equipped/unequipped before/during combat on all units at a cost (TUs (only during combat), to be determined), the alien/robot/civilian (all non XCom units) must be mind controlled first before equipping them.
Drop the Implant Device on the floor, mind control the target, and equip the target with TUs of target (the simpliest way, (can be done other way with more work)).

There are 2 types of Implant Devices (for now).

* Bio-Mecanical Implants:

They affect:

Time Units
Energy
Health
Stun Resistance
Fatal Wounds Resistance
Strength
Front Armor
Left Armor
Right Armor
Rear Armor
Under Armor
Vision Range
Night Vision Range
Energy Recovery
Fire Resistance
Acid Resistance
Smoke Resistance
others...


* Bio-Cyber Implants:

They affect:

Bravery
Morale
Reactions
Firing Accuracy
Throwing Accuracy
Melee Accuracy
Psionic Strength
Psionic Skill
Panic Resistance
Berserk Resistance
others...


* Generaly, Implant Devices simply add points to a specific capacity.

Examples:

A Bio-Mecanical Implant adds 20 points to Stun Resistance, and the soldier can resist 20 more points before becoming unconscious.

A Bio-Mecanical Implant adds 20 points to Time Units, and the soldier can use 20 more TUs during his turn.

A Bio-Mecanical Implant adds 2 points to Fatal Wounds Resistance, and the soldier can resist 2 Fatal Wounds before feeling the effects of injuries.

A Bio-Mecanical Implant adds 5 points to Night Vision Range, and the soldier can see 5 more tiles during night time missions.

A Bio-Cyber Implant adds 20 points to Bravery, and the soldier has 20 more points to Bravery.

A Bio-Cyber Implant adds 30 points to Morale, and the soldier has 30 more points to Morale (and he can never go under 30 points to morale).

A Bio-Cyber Implant adds 10 points to Panic Resistance, and the soldier has less risk to become panicked (I don't know how it exactly work in game).

A Bio-Cyber Implant adds 30 points to Psionic Strength, and the soldier has 30 more points to Psionic Strength.


* Implant Devices can also be used on robots.

Same fonctionality (if necessary) but with other names (and need other researchs).
"Hardware Extensions" and "Software Improvements".


* Implant Devices can also subtract points to a specific capacity (specific Implant Devices to be equipped on alien units).

Example:

A Bio-Cyber Implant subtracts 30 points to Psionic Strength, and the alien unit has 30 less points to Psionic Strength.


* Specialized Implant Devices can also be researched.

Example:

Psi-Controller: A Specialized Implant Device that can be equipped on Civilians to control them continuously during combat (--> Mind control (Psi-Amp) --> equip Civilian --> XCom controlled).
A more advanced version can be researched to use it on Aliens (more research, higher cost, etc.).

*

So much Implant Devices, so few slots, make your choice.

Lot of possibilities. Lot of fun.  :)

As usual, the images are for explanation only.

38
@ El Yahpo

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I think it would be better to have some kind of dedicated pilot slot for the HWP, and also have the soldier's stats affect it's accuracy reactions, and other stats that make sense. Then you'd want the soldier to only level up in those stats as well.

I want both.  :)

Mechanized Robots (aka BattleMechs, aka Mechs) controlled by human pilots in cockpit.

Think "Mech Commander 1" (with management of various weapons and equipments, ammunitions, skills and experience of the pilots, repairs, purchases, etc.).

HWPs, available throughout the game, low cost.
Mechs, only available later in game after different researches (to be determined), high cost.

Mechs can be considered as different "Armors" by the current game engine.


"Prepare me:

2 Commando-A for scouting and observation.
1 Raven-J for reco, electronic warfare and quick action.
1 Hollander II-A for close support.
1 Hunchback-A for urban combat.
1 Catapult-W for long range support.
1 Atlas-A for direct assault.
and
1 Refit Truck for repairs and ammunitions.

Sectopods, we are coming."  :D

Quote
Man, I wish I knew how to code :P

Me too!  :)

39
@ Sturm

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Five squads (five squads? That would be about 50 soldiers O_o ?)

Perhaps you would have preferred "Fireteams of 2/4 soldiers".


@ Solarius Scorch

Quote
Quote
Quote from: Solarius Scorch
Yeah, but I bet some people took it seriously. :D

Yep!  ::)

40
Should be a breeze with 3D boxes.

As a famous commander always told to his troops:

"Remember guys, use the equipment that has been provided!
Nothing is excessive when lives are at stake!"...

..."And even this pain to use Motion Scanner!"

 :D

41
Quote
Why would I need to use so many scanners in the same area?

Because of tactics, and scans have only 10 tiles radius.

Quote
Because using them in remote places causes no problems, and using them in the same area gives roughly the same results...

Scans have 10 tiles radius, so move your units and make another checking. Also, different squads can also have interactions.

And this was mostly for joking...  ::)

42
@ MKSheppard

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I once suggested an upgraded motion scanner with race recognition -- but you would have to do autopsies and interrogations first to build up a database of how humans move vs aliens before you could use that.

I also thought about something like that, but with the Hyperwave Decoder, the player already know the alien life form before the combat begin, and otherwise as soon as he see an alien during combat.


@ Qpoter

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I prefer the scanner as it is, but I also think this is a good idea for those who don't. I wouldn't say you need pencil and paper to use the scanner, though.

Quoting myself:

"Divide your team in different squads; one squad with soldiers equipped with Flying Suits to enter the UFO on the top, by the hole made with a Blaster Launcher, to kill Alien Commanders and make panicking Alien Soldiers; one squad on the floor to enter by a door/hole; one squad on the floor to enter by another door/hole; one or two others squads to check the farms around; all squads equipped with Motion Scanners making use of them before moving then after moving, all in the same turn, and all of this in smoke from Smoke Grenades."

43
@ bread1804

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It is a survival tool much like smoke grenades.

Smoke Grenades and Motion Scanners can also be used in an assault way.


@ KORfan

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Quote
Quote from: bread1804 on Today at 04:58:40 am

    You use this at the beginning of your turn where the only motion detected is the alien's.

    It is a niche tool, but definitely not useless.


Yes, this is the key to understanding the use of the motion scanner.  It must be used at the start of your turn, before you move any troops, or have only moved the operator.

It should be used in this way because of the way it was implemented in the original XCom game.
Display directly on the combat area (ex: with 3D boxes) where are located the detected units, and all the hassles of using it vanish.


@ Sturm, @ Solarius Scorch

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Quote
Quote from: Solarius Scorch on Today at 03:24:58 am

    I can't relate - the scanning results were always pretty obvious to me... But then I'm a genius, so how would I understand? :D

True. It may be something related to some type of intelligence that allows intuitively understand it without having to do any conscious process of sorting it out on paper or in memory. I guess we can consider ourselves to be made aware of our privilege.

So cute!  ;D :-*
Kawaii!  ;D :-* :-*

Divide your team in different squads; one squad with soldiers equipped with Flying Suits to enter the UFO on the top, by the hole made with a Blaster Launcher, to kill Alien Commanders and make panicking Alien Soldiers; one squad on the floor to enter by a door/hole; one squad on the floor to enter by another door/hole; one or two others squads to check the farms around; all squads equipped with Motion Scanners making use of them before moving then after moving, all in the same turn, and all of this in smoke from Smoke Grenades...
...and the supposed superior intelligence of some becomes again what it is in reality:

"intelligence of the ignorants"  :P ::) 8) :-* :-* ;D

So funny, thanks!  8) ::) ;D

44
Suggestions / Re: [SUGGESTION-CUT][#001] Combat area border
« on: July 06, 2014, 02:29:47 am »
@ Muukalainen

The problem is to see where is the combat area border, look at the OP; for me the rockets just disappearing is not a problem.

I want to see where is the combat area border whithout the need to move the 3D box curseur all over the screen, it's quite boring.

Just a red line would be enough for me.

Also, you can not see where is the combat area border in the Minimap view.

The Battlescape is a tactic phase of the game, tactic is not the same depending where is located the combat area border.

*

Another solution:

Why not put the red line at the combat area border, and you can add thousands of tiles after if you want.

45
Suggestions / Re: [SUGGESTION-CUT][#001] Combat area border
« on: July 06, 2014, 01:31:07 am »
@ Aldorn

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+1 if as an option  8)

That goes without saying.  ;)

For me always "ON".  :D


@ Solarius Scorch

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OK, 10 is way too much. I vote 4.

Seems more reasonable and less risk of inducing the player in error.  :)

For me, 2 tiles would be sufficient, but 4 tiles is acceptable.

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