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Topics - Unknown Hero

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46
31) Anti-Psionic equipment.


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31a) Anti-Psionic Gas Grenade.

Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.

Research needed: live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.

Research hours: 355
Manufacturing: $2500 for parts, 160 Engineer Hours.
Workspace: 2
Sell Price: $3,750

Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.

Not very efficient, but can improve troop morale and save some lives, and always better than nothing.


**

31b) Anti-Psionic Kit.

Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.

Research needed: Medi-Kit, live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.

Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $35,000

Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).

More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.


**

31c) Anti-Psionic Suit.

Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp.

Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).


**

31d) Anti-Psionic Flying Suit.

Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp.

Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).

*

Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).


**********
***** Added 06/23/2014 - Start
**********

Changes based and inspired by the Raidau topic (great idea!):

Topic: [BETA] Alternative psionics (hardcore, introducing a new resource) new version
https://openxcom.org/forum/index.php?topic=2129.0


**

Synthetic Psioline.

Research needed: Medi-Kit, Psioline, live Sectoid Medic.

Research hours: 480

Knowledge needed to research Synthetized Psioline to allow the manufacture of basic Anti-Psionic equipments.
The Synthetic Psioline is not as powerful that extracted natural Psioline, it only permit the manufacture of less efficient Anti-Psionic equipments.


**

Synthetized Psioline.

Research needed: Synthetic Psioline.

Research hours: 360
Manufacturing: $21,600 for parts, 340 Engineer Hours.
Workspace: 2
Sell Price: $30,240

Part needed to manufacture basic Anti-Psionic equipments (Anti-Psionic Gas Grenade, Anti-Psionic Kit).


**

31a) Anti-Psionic Gas Grenade.

Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.

Research needed: Synthetized Psioline.  <-- *** Changes ***

Research hours: 355
Manufacturing: $2,500 for parts, 160 Engineer Hours.
Parts: 1 unit of Synthetized Psioline.  <-- *** Changes - added ***
Workspace: 2
Sell Price: $33,990  <-- *** Changes ***

Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.

Not very efficient, but can improve troop morale and save some lives, and always better than nothing.


**

31b) Anti-Psionic Kit.

Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.

Research needed: Medi-Kit, Synthetized Psioline.  <-- *** Changes ***

Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Parts: 1 unit of Synthetized Psioline.  <-- *** Changes - added ***
Workspace: 2
Sell Price: $65,240  <-- *** Changes ***

Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).

More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.


**

31c) Anti-Psionic Suit.

Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp, Psioline.  <-- *** Changes ***

Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Parts: 2 units of Psioline.  <-- *** Changes - added ***
Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500 <-- *** to be adjusted ***

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).


**

31d) Anti-Psionic Flying Suit.

Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp, Psioline.  <-- *** Changes ***

Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Parts: 2 units of Psioline.  <-- *** Changes - added ***
Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000 <-- *** to be adjusted ***

Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).

*

Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).


**********
***** Added 06/23/2014 - End
**********

*****
Cut from this thread on demand for better convenience:
https://openxcom.org/forum/index.php?topic=2279.0

47
30) High Explosive Remote Trigger.

Size: 1 high x 1 wide
Weight: 3
TUs: 25% per use.
Cost: $200
Sell Price: $160

In the soldier Inventory, right click on the High Explosive opens the Set Timer window.



Left click on the "Set Timer" text window area makes the High Explosive to go into Remode Control mode.
Left click on any number (doesn't matter) to exit the window.





From now the High Explosive can be remote triggered with the High Explosive Remote Trigger.

When used during combat, the High Explosive Remote Trigger activates all the High Explosives into Remode Control mode (there is no selection possible to activate only one or a specific High Explosive, even those carried by others soldiers are triggered, so beware, and especially with alien psionic controlled soldiers).

The standard use is:
set the High Explosive in Remote Control mode,
throw it or put it on the ground,
move away,
use the High Explosive Remote Trigger.

The player can also throw or put on the ground several High Explosives, and then use the High Explosive Remote Trigger to trigger them all.

The High Explosive Remote Trigger is not linked to a specific High Explosive, thus the XCom squad can have more than one High Explosive Remote Trigger to trigger the High Explosives.

*

Perhaps a more advanced version can also be done.
The player also have to set a channel (Channel 01, Channel 02, Channel 03, Channel 04) when he set the High Explosive in remote control mode.
And then, he can select which High Explosives to trigger depending on the selected channel on the High Explosive Remote Trigger.

And perhaps also, a more advanced version for the Proximity Grenade.
The Proximity Grenade can also be set to a channel, and when one Proximity Grenade is activated by an alien, all the Proximity Grenades on the same channel explodes.

*****
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48
29) Base screen.

In Base screen, the mouse cursor over the facilities sprites display additional infos.

Available free space in Psionic Laboratory.



*****

Available free space in Alien Containment.



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Space used in the General Stores.



Also display the "SPACE USED>XXX.X:XX" info everywhere it appears in the UI even if the option "Storage limits for recovered items" is not set to "YES".

*****
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49
28) Sell Items / Sack Personnel screen.

Display the text in red for the items that are not yet been researched to avoid the player to sell them inadvertently.



*****
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50
27) Research screen.

Add the number of available projects that can be researched to the screen.



*****
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51
26) Soldier List screen.

Add the number of free places in Psi-lab to the screen.



*****
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52
25) Base screen.

More infos on the Base screen.



Red dot on the "Equip Craft" button shows that a craft armement has not enough ammunition.

The dot can have different colors.

White dot: all right, nothing to report.
Red dot: a craft armement has not enough ammunition (the player must buy it or manufacture it).
Yellow dot: a craft armement has not enough ammunition, but there is a transfert to the base to allow to equip the craft (or a production ongoing).

**

First dot (green) on the "Research" button shows that there is an ongoing research.
Second dot (red) on the "Research" button shows that it's possible to make (at least) another research (the player is wasting money in salaries and the Scientists research nothing ;) ).

The dot can have different colors.

First dot.

White dot: all right, no possible research.
Green dot: there is an ongoing research.
Yellow dot: there is a possible research, but need to wait for a transfert to the base to allow to research.
Red dot: no more research is possible (all effectued), only wasting money (salaries of Scientists).

Second dot.

White dot: all right, no possible research.
Green dot: there is (at least) another an ongoing research (full potential utilised (Scientists or/and space)).
Yellow dot: there is another possible research, but need to wait for a transfert to the base to allow to research.
Red dot: there is (at least) another possible research, (full potential not utilised, and some Scientists are unoccupied).

**

First dot (green) on the "Manufacture" button shows that there is an ongoing production.
Second dot (red) on the "Manufacture" button shows that it's possible to make (at least) another production (the player is wasting money in salaries and the Engineers produce nothing ;) ).

The dot can have different colors.

First dot.

White dot: all right, no possible production (no Engineers, no Workshop).
Green dot: there is an ongoing production.
Yellow dot: there is a possible production, but need to wait for a transfert to the base to allow production.
Red dot: no production is possible (not enough space/materials/money), and wasting money (salaries of Engineers).

Second dot.

White dot: all right, no possible production (no Engineers, no Workshop).
Green dot: there is (at least) another ongoing production (full potential utilised (Engineers or/and space)).
Yellow dot: there is another possible production, but need to wait for a transfert to the base to allow production.
Red dot: there is (at least) another possible production, (full potential not utilised, and some Engineers are unoccupied).

**

Green dot on the "Transfert" button shows that a transfert is en route to the base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.

**

There is also dots above the base buttons, 6 for each base.

First bottom dot corresponds to the dot on the "Equip Craft" button.

Second top dot corresponds to the first dot on the "Research" button.
Second bottom dot corresponds to the second dot on the "Research" button.

Third top dot corresponds to the first dot on the "Manufacture" button.
Third bottom dot corresponds to the second dot on the "Manufacture" button.

Fourth top dot corresponds to the dot on the "Transfert" button.

So left to right, Crafts, Research, Manufacture, Transfert.
When all the dots are white or green, it's all good.
When some dot are yellow or red, need some tweaks.

*

In this screen the first base (selected) has 3 red dots and 3 green dots (already explained above).

The second base has 1 green dot, a transfert is en route.

The third base has 1 yellow dot, a Craft need ammunition but there is a transfert (or a production ongoing); and 1 green dot, there is effectively a production ongoing (ammunition for the craft).

The fourth base has 1 red dot, a Craft (at least) need ammunition, need some player tweaks.

The fifth base has 1 green dot, production ongoing, it's ok.

The sixth base has 1 green dot, research ongoing, it's ok.

The seventh and the eighth bases are ok.


*****

And also more infos on the Transfert screen.



Green dot on the "Transfert" button shows that a transfert is en route to the base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.

*

There is also dot above the base buttons, 1 for each base.

The dot can have different colors.

White dot: all right, nothing to report.
Green dot: a transfert is en route to the base.

*****
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53
24) Soldier Inventory screen.

Add infos in the soldier Inventory screen.



Red squares with dots show primed grenades and explosives (Smoke Grenade, Grenade and High Explosive in the inventory; Smoke Grenade on the ground (only red dot)).
Red rectangle around the Auto-Cannon shows that it's the active weapon, and "HE" (white text) near the Auto-Cannon shows the loaded ammo.
These infos are dispayed at base and during combat (equipment phase and combat phase).

Yellow rectangle on the "OK" button shows that it's Day (can be replaced by text or icon etc.); black rectangle on the "OK" button to show that it's Night (use of Electro-Flares or incendiary ammos recommended ;) ).
This rectangle (or other sign) is displayed only during the equipment phase before combat.

**

Red dot in the corner near the Smoke Grenade to show it's already primed (in Battlescape).



**

Red rectangle with dot around the Auto-Cannon to show that it's the active weapon, and "HE" (white text) near the Auto-Cannon to show the loaded ammo (in Battlescape).



*****

Weapon selected, left click on the "Unload" button allow to unload the weapon on the ground directly (TUs free at the Base and during equipment phase before combat).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.



*****

Ammo selected, left click on the "Unload" button allow to quickly switch ammo (with compatible weapon).
In this screen the Rocket Launcher is loaded with a Small Rocket ("SR" (white text) near the Rocket Launcher), left clicking on the "Unload" button with the Incendiary Rocket selected will switch the ammo.
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.



**********
***** Added 06/21/2014 - Start
**********

Ammo selected, left click directly on the weapon also allow to quickly switch ammo (with compatible weapon); thus the player has two ways to do the same action (with the "Unload" button).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

Mouse cursor over the weapon (no ammo selected), right click allow to unload the weapon, the ammo goes in the other hand if free (first default destination), or in free slots in the soldier inventory (second default destination), or on the ground (third default destination).
Can also be possible during combat but only if enough TUs left to perform all the necessary actions.

**********
***** Added 06/21/2014 - End
**********

*****
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54
23) Landing/Crash Site windows.

Add infos in Landing/Crash Site windows, sometimes the player can have 2 or 3 troop transports sent to several destinations, and he is occupied to send interceptors to another UFO; and then a troop transport reach his destination but which UFO is it?

As usual, images are for explanation only (this one is so ugly) ;)



Add the starting base name next/under the craft name.
Display infos about the UFO (depending on the radar, standard or Hyper-wave Decoder).
Display if it's Day or Night (Icon or/and text).

*****
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55
20) New XCom mission type: Rescue Mission.

When a XCom troop transport (ex: Avenger) is shot down by an UFO instead of being destroyed sometimes there is a crash site with few survivors. And XCom team  have some time (some hours, to be determined) to rescue the survivors (there must be room in the transport to bring back the survivors).

Alien team can also send UFO to the XCom crash site. They gain points if they do and there is a combat mission, but this time XCom has to defend (with few soldiers and some injured soldiers before the rescue XCom team landing, with the rescue crew and crashed crew if the alien come during XCom rescue landing).


**********

21) New Alien mission type: Rescue Mission ;-)

When an UFO is shot down, the alien can sometime send UFO (Battleship or a new UFO type) to rescue the survivors and recover material (Weapons, Alien Alloys, Elerium-115, etc.), they gain points if they do.

If XCom send a troop transport during the alien rescue mission (the rescue UFO has landed (only for 4-5 hours, to be determined)), they have to fight the 2 crews, the crashed UFO crew and the rescue UFO crew.


**********

22) New Alien mission type: Ambush Mission.

Sometimes the Aliens make Ambush Missions, these are exactly the same as the other missions exept they land for more time (to attract XCom team) and there is more troops in the UFO (and some special strong troop like Muton Commando, and/or Terror Units, to be determined), thus XCom has to face much more troop during combat if they land on the site.

There is no info on the Ambush Mission with the Hyper-wave Decoder, the mission appears to be a standard mission (ex: Alien Research, Alien Supply, etc.).

*****
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56
Suggestions / [SUGGESTION-CUT][#019] Interceptor behavior change
« on: June 24, 2014, 02:05:28 am »
19) When an interceptor (Interceptor A) heading towards an UFO, and the UFO was shot down by another interceptor (Interceptor B), the Interceptor A should go back directly to his base instead to go to the UFO crash site, and then go back to his base.

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57
18) In the soldier inventory screen, when an item is selected, press the keyboard shift key and click on a slot equips all the soldiers with the same item in the same slot, if the slot is free.

Also, right clicking on the soldier sprite unload all the soldier items, and press the keyboard shift key and right clicking on a soldier sprite unload all the items for all the soldiers (or/and add some buttons to the screen ;-) ).

*****
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58
17) Left clicking on the "Select next unit" button on the Control Bar changes selected soldier (soldier01, soldier02, soldier03, etc.).
Allow right clicking to change the selected soldier in a reverse direction (soldier10, soldier09, soldier08, etc.).

*****
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59
16) Aliens with Blaster Launcher should also have a Plasma Pistol for close combat (and teach the AI to use them).

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60
15) When the option "Auto-end battle" is set to "YES", and the player has injured soldiers that can be treat with the Medi-Kit, display a window to inform player that there is no more aliens but he can treat his soldiers.

Example:

"There is no more aliens, but you can treat x injured soldier(s), would you like to treat them before quitting the combat?
(with 2 buttons in the window)
"Yes" "End the combat (or No)"

**

Quoting myself:

Yes, more simplier and more effective to automatically heal all the wounded soldiers; and the window only appears if the XCom team has not enough Medit-Kit to heal all soldiers, and the player has to choose which soldiers he want to heal (ex: only 1 Medit-Kit with 5 Heals left and 3 soldiers with a total of 8 Fatal Wounds to heal).

*****
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