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Messages - Solarius Scorch

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11461
Open Feedback / Re: Range based accuracy for grenades?
« on: January 21, 2014, 04:49:52 pm »
So range is irrelevant with grenades? Damn, I didn't know that.
Yes, this should be rectified, no questions asked.

11462
Suggestions / Re: Make ufos smarter an tougher
« on: January 21, 2014, 04:48:31 pm »
Even on superhuman where aliens are pretty tough in battlescape, UFOs other than the battleship still are completely defenseless and can easily be shot down with a single interceptor without inflicting damage or escaping (very rarely happens).

Just to clarify: you mean interceptors with late-game armament, yes? Because the most I can manage with starting weapons is shooting down a Terror Ship using two Interceptors, and likely losing one.

I like your ideas though, especially the first one. UFOs should behave more intelligently in battle, even if it makes air combat more frustrating (intercept - UFO outrunning Interceptor; intercept - UFO outrunning Interceptor; intercept - UFO outrunning Interceptor).

And regarding the entire thread: looks like air combat mechanics from UFO: Extraterrestrials would match your desires best (no air combat minigame, just RTS-styled fighter management). Or stealing the air combat minigame from the Xenonauts. :)

11463
Offtopic / Re: Your X-COM base names
« on: January 21, 2014, 12:33:40 am »
I've been reading Wayward Sons lately, so I named my current bases: Athena, Artemis and Aphrodite. Naturally, I keep mixing them up.

11464
Offtopic / Re: Introduce yourself
« on: January 21, 2014, 12:28:20 am »
Another Pole here. MichaƂ, 33 years old, living in Cracow. A sociologist by education, I spent most of my career in office environment. Now some friends and I are trying to enter computer game market, with results to be seen.

I am a zealous modder; my greatest success is the Forever Future mod for Civilization: Call to Power, which I made with Dioxine (also on this forum); you can get the mod Forever Future 1.7 for here. I am also a wannabe game designer, hoping to publish an RPG rulebook soon.

11465
Suggestions / Re: Inventory Access.
« on: January 20, 2014, 08:48:39 pm »
Well... by.... kneeling... I guess? :) I'm not sure, but such armour would have to be relatively nimble to be useful (think Sectopod).

11466
Suggestions / Re: Inventory Access.
« on: January 20, 2014, 07:56:09 pm »
Seeing as a human weapon is extremely unlikely to be usable by just fixing it to a HWP with some barbwire :), I'd just limit this feature to interchangeable turrets. However, I'm also all for secondary weapon systems, or even medikits (medical droids FTW!).

As a sort-of-related afterthought, I've always wanted massive, 2x2 power armours to be used by X-Com. I think these would have to have access to inventory, so it would bring back all the problems discussed here... I think they would have access to all 4 tiles, as this seems most intuitive to me.

11467
Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: January 20, 2014, 07:43:11 pm »
I would be very careful with adding stuff from the first game to TFTD. The reason is that it would have to be a complex hybrid game, with a fully functional surface AND naval warfare, and both integrated into the research tree etc.
I never played hybrid games that just borrow aliens/terrain from the other, as they seem really silly to me: Snakemen who breathe underwater, Hallucinoids floating mid-air, not having rocket launchers available for surface warfare... I would love to see a combination of these games, with all the terrains, aliens and items available, but only if it's done seriously (and that's a huge game design project).

11468
Suggestions / Re: [CORE] Research affecting ruleset
« on: January 20, 2014, 07:33:45 pm »
I do like the feature of research that improves existing items, but actual implementation of it will always be controversial. Bonus against aliens is unjustified, like explained above, and besides most aliens have similar anatomy to us, so extensive research won't help the soldiers much ("When dealing with a Sectoid, aim at the head!" "Gee, thanks professor, that's so helpful."). And I'm not sure how X-Com researchers could ever improve our firearms, something that's been perfected over the last few centuries. New weapons are, of course, possible, as long as they use new physics or materials (see the alien alloys ammo mod).

As for armour for aliens:
Sectoids already have power armours, called Cyberdiscs :D Yers, they perform that role exactly. And Sectoid footsoldiers also wear decent armour, since they rarely go down from just one bullet despite being physically frail.
Mutons seem to be cheap, mass-produced cannon fodder, so giving them expensive, complicated power armours would be rather illogical.
Floaters: the same as Mutons.
Snakeman: yes, possibly. Snakemen seem to be the most "normal" race, anyway; they reproduce and probably have some sort of culture.
Ethereals: viable, but do wee really want this to happen? :D

11469
Suggestions / Re: Pact Recovery through base destruction.
« on: January 20, 2014, 07:04:46 pm »
While I'm not a big fan of recovering from a secret pact with aliens, I would be happy to see some additional layer of missions regarding broadly understood diplomacy. I've always wanted a covert operation against alien supporters: no armour allowed and you can only take pistols/knives. :)

11470
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: January 20, 2014, 06:52:43 pm »
Snap firing mode makes a lot more sense for a GL than a RL, so I wouldn't worry that much. A bigger problem is that the GL's innate stats are insanely good; basically it's the same as a small rocket, but waaay more handy (lighter, smaller, faster and more accurate), not to mention it has ballistic profile (which in most cases is an advantage).
I spoke with Dioxine earlier and after some deliberation we nerfed GL's power and made its ammo heavier (they were lighter than anything else in the game. :) ) After the changes the GL is still useful, but not so much of a game breaker.

Having said that, this is an excellent mod that should have been made. We just polished it a little, as it seemed unfinished.

A suggestion of the new ruleset is attached below.

11471
Work In Progress / Re: The Piratez Mod!
« on: January 20, 2014, 04:05:57 pm »
This could be the first in a long line of total conversion mods.
Open Space Hulk, anyone? ;)

11472
Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 20, 2014, 01:45:32 pm »
Ryskeliini, would you mind if I use one sound from your collection? I would like to use it for my minigun mod if possible, please.

11473
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: January 17, 2014, 06:37:49 pm »
An other possibility for player's mind control : The game AI would play the controlled unit's turn. This would give much more varied situation than 'disarm the unit, look around, and walk to the firing squad'.

It's a splendid idea. I love it already - it would still be fun to psionize aliens, but not as broken.

I never found psionics fun at all. It's not fun being gunned down by your own soldiers, and it's not fun controlling the aliens either. Since it feels like an "I win" button.

I'd say it be toned down or maybe even both toned down and exclusive to the aliens..

Excuse me, some people here actually enjoy that. :P I agree it would be more entertaining if less of an obvious tactics though.

11474
Work In Progress / Re: Achievements mod
« on: January 17, 2014, 06:17:57 pm »
It looks so cool. Please, let us have this mod ASAP :)

11475
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: January 17, 2014, 11:12:55 am »
Thanks to the "X-Com graphics in 30 Minutes" guide provided by Moriarty and SubSuper, I am now master of palettes! :D Thanks guys.

I guess I'll post the mod soon. It's nothing big, but maybe someone will use it.

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