OpenXcom Forum
OpenXcom => Suggestions => Topic started by: kharille on July 01, 2013, 07:29:02 pm
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It would be great if you had that option to hit someone. Not sure whether the mind controlled chryssalid has some object in that hand slot, but hey, it would be nice to have this option to capture sectoid commanders using your rifle butt. It would be cool and fit in with the action points system.
Any chance of having this in 1.0?
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it's easy enough, i guess.
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Wonder whether you could use something out of ufo extender or possibly just 3 categories of weapons, pistols, rifles and heavy?
Maybe a response even if you pick an empty hand. Would be nice to mind control mutons and get em' to punch one another. So a to hit no matter what's in front of you, whether that is a fence or another muton or another soldier would be nice.
Destructable terrain... maybe a muton is strong enough to break wooden walls? Would be nice to have another reason to strengthen up and carry excess in every mission. Maybe damage can be related to strength?
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Maybe it should be that up close, you have the "Hit" while holding a pistol or rifle and "Slam" if holding a heavy weapon, such as heavy cannon or even a blaster launcher. Slam generally uses more time units and energy than hit but does more damage.
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Extra menu item just might get no space for it..
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Maybe just a 'hit' function so that you can use your left hand if you want to punch, and weapon hand if you want to whack them? Higher probability of hitting with a punch but less damage?
Don't forget to allow terrain damage. I just love the idea of kicking down doors.....
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The idea of socking a Muton in the jaw is strangely appealing...
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Just make sure you're hitting whatever is in front of you. Sometimes a mind controlled guy needs to be knocked out. Maybe a ratio of 10:1 stun vs real damage?
Wonder whether we should implement strength bonuses for the power armour?
and friendly attacks. Half the fun I have is when I shoot my own troops....
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Hit damage should depend on item type. If it's the fist - it's one set of values, for knive - other set. And so on.
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https://www.xcomufo.com/x1manual.pdf
See page 40, it was in the manual but not implemented.
Very low accuracy. I wonder whether that is based on weapon skill? Actually, can't remember the names of all the stats...
Can anybody work out what % action points that counts as? 14 AP to throw, 20 to 'Hit'....
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Oh, hey, does anybody know much about the zombie close combat attack? I wonder whether that might already have the necessary coding? action point costs and accuracy?
Do the Mutons ever do close combat? I know cryssalids waste tanks easily in close combat. Any common features in the coding?
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Strength should determine the damage dealt with hit and slam. Also, soldiers controlled by aliens holding a weapon with no ammo may generally attack in melee. Third, soldiers that are attacked in melee can pass a reaction test and turn and strike back against foes that attack them if they have sufficient time units. Aliens life forms, excluding terror units, generally don't attack in melee unless they react to a melee attack. However, with this function, aliens holding blaster launchers will attempt to bash soldiers who are up close with to kill them without blowing themselves up.
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https://www.ufopaedia.org/index.php?title=Melee_Accuracy
Check this out. Seems like it was incomplete. Would love to tangle with cryssalids. Maybe add a 'reaction' response to close combat so that a flying suit soldier can be knocked out if he does something ... entertaining like try to wrestle with a crysallid.
And surely soldiers would be able to respond.
Can we somehow add some alien close combat aggression? Maybe if you disarm them, can they be made to attack in hand to hand?
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Oh guys, just an illustration. Seems it takes up 50% of your action points. Check this out. See the pic. p40 of the manual.
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Perhaps in this, Pistol Hit takes 15% time units and deals minor melee damage and stun; Rifle Hit 25% time units and deals moderate melee damage and stun; Slam with Heavy Cannon, Auto Cannon, Rocket Launcher, Heavy Laser, and Heavy Plasma uses 35% time units but does a good deal of melee damage and stun. Slam with the Blaster Launcher uses 45% time units but does plenty of melee damage and stun.
Of course, the heavy plasma should have weight increased to provide realistic mass for a heavy melee strike.
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it used your strength stat for the damage, as it did for all melee capable aliens. TU usage was later changed to like 15%, probably in order to give melee aliens a fighting chance, otherwise they'd rarely if ever have enough TUs left over to make said attack.
at some point it was decided that they would hard-code which aliens were melee capable and which were not, and the ability was removed from the player as well.
i'd guess that the reasoning behind this decision was that melee capability caused ranged enemies to act in silly ways, like charging the player instead of shooting from cover (this behaviour can be observed in TFTD with lobstermen, as the AI remained largely unchanged), and that the code was never really finished (melee accuracy wasn't ever factored in, for example).
TFTD actually did fix the code to use melee accuracy, and added hand drills so the player could use melee, but the enemies were similarly hard-coded to be melee or not. but in this re-incantation it was only added to special melee type weapons, most likely because all memory of this early beta feature was lost to the ages.
source: the source. and a lot of makin shit up.
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For me, I use rookies like a mob, human wave tactics and all. I'm sure 26 poorly equipped rookies would be good enough to capture one last remaining sectoid.... Plus it reminds me of laser squad. Hell, even rebelstar raiders had hand to hand combat!