OpenXcom Forum
OpenXcom Forks => OXCE Suggestions NEW => OpenXcom Extended (OXCE) => OXCE Suggestions Abandoned => Topic started by: Surrealistik on August 11, 2015, 05:27:33 am
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Would be nice if there was a way to execute unconscious aliens on the ground or that you're carrying with a held weapon, instead of having to drop a grenade.
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you can. you use medkit to revive them then kill them
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That takes forever though; I just want to put a bullet through their head without wasting countless mountains of TUs and Stim charges.
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I believe what you are looking for already exists in OpenXCom Extended by Yankes, where you can target units lying on the floor. Haven't tried it myself though..
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i actually knocked this up a few years ago...
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wait s you pick the unit in your hand then use the unit and you get break neck option?
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Oh my god. Yes please; for TFTD and X-Com.
Would make my TFTD run with gear self-destruct so much less tedious; have to spam stuns in order to get a decent gear haul, but that in turn requires a stupid amount of micro to deal with the unconscious aliens.
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doesn't work the break neck thing. ahahaha. i tried it :)
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Warboy could you provide the rul.file or was it a custom exe?
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it was a mock up
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Please make this real; sorely needed.
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What if the alien doesn't have a neck? Hmm....
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It could really do with a 'stamp on alien' option. I'm thinking of those times some lobsterman I stunned was running around and ambushing my guys after I thought I cleared the place out.
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Wouldn't mind an option to ice them again as well. A live Calcinite that I wanted to keep woke up and wiped out several of my guys before I could kill it. That was annoying. :'(
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IMO, a good system would be that non-AOE shots that end up on a ground tile hit an unconscious unit lying there : The player would have the option of force-firing on a stunned alien (from 1 square away, usually) to finish them off, and firefights near stunned characters would be dangerous to them.
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@wsmithjr: Well, that's part of the challenge of the game. Never leave stunned chryssalids/calcinites/lobstermen/ethereals unattended behind your lines.
@yrizoud: I believe that option is already available in OpenXCom Extended. If you hit a tile with an unconscious unit, it will get damage. It may even be that hitting a tile with items will damage them too, I can't remember.
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@yrizoud: I believe that option is already available in OpenXCom Extended. If you hit a tile with an unconscious unit, it will get damage. It may even be that hitting a tile with items will damage them too, I can't remember.
Only units can be hit on ground. Items can be hit only by explosions.
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easy execution
prime grenade to say 2 turns
drop it on the ground on top of the stunned body
you're good to go leave lobsterman stunned body behind
aka EZ
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Not that ez because you have to relocate all the loot (or I have to carry the alien's fat ass away). Again, it's stupidly microintensive and time consuming; there's no reason I shouldn't be able to just straight up merc an unconscious alien.
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(I really wonder how many times you'd have to stomp on a lobsterman to actually kill him...)
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Are you wearing very heavy boots?
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Maybe a mod that would allow us to 'prime' unconscious aliens, and then throw them across the map so that they can explode in a dramatic (but pointless) explosion. Have it do damage based on the throwing soldier's strength and do extra damage to terrain :)
Oh, or maybe a 'kill' command for the attack dog that does damage to the tile it is standing on.
Ooh, or maybe a mod for a weapon that can be loaded with unconscious or dead aliens and then catapulted across the map.
Oooh, it doesn't even need to be a weapon, it could just be a giant wood chipper, meat grinder, or furnace that one of your soldiers carries on their back and gets loaded. Then they get the option to 'turn the crank'.... which doesn't do anything except make some satisfying noise and get rid of whats inside.
Sorry, I've been playing alot of Piratez, so this is what came to mind.
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I'd really just like to be able to shoot them in the damn head. (https://youtu.be/-7O7sBg-iJc?t=106)
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i actually knocked this up a few years ago...
I like the "break neck" option proposed by Warboy on the previous page.
Small question: what do you think how much TUs should that cost?
a/ 50%
b/ 75%
c/ 25%
d/ 10 TU
e/ 20 TU
f/ other ?
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a: 50%. Shouldn't be free, and should include a check by the soldier just to be sure.
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What if the enemy doesn't have any neck? :) Or if it's obvious that your soldier can't do squat with his bare hands? It's actually not that easy to murder a human with your bare hands, less so say, a Muton :) (japanese wartime documents support that view - they concluded that it's terribly inefficient and prisoners should be killed with knives instead).
Also, OXCE already allows shooting at unconscious enemies.
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What if the enemy doesn't have any neck? :) Or if it's obvious that your soldier can't do squat with his bare hands? It's actually not that easy to murder a human with your bare hands, less so say, a Muton :) (japanese wartime documents support that view - they concluded that it's terribly inefficient and prisoners should be killed with knives instead).
Also, OXCE already allows shooting at unconscious enemies.
I expected this :)
What about I check first, if you have a weapon with STR_DAMAGE_MELEE damage type in the second hand (first hand is holding the alien) and only then allow execution ("Cut Throat" instead of "Break Neck", with fixed TU cost = 10)... I think OXCE doesn't allow killing enemies this way... and shooting at them is... well, awkward/unpractical in OXC. And you cannot choose who to shoot at if there are multiple on the same tile.
And yes, not everyone has a neck/throat... I could make a ruleset property for this... default being "yes". I just don't like to make such changes, so first iteration would be without it.
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Hmmm... so maybe just a 'coup de grace' option to attack a unit you're standing on?
Summary: needs a melee weapon (gun with melee is a no-no w/o changing the UI, as its' 5 use options already barely fit the screen), uses that melee weapon's stats, but always hits and always inflicts max damage, at double TU cost? Might be the best compromise between simplicity and realism. Could be used to spam stun damage, though, this is somewhat a downside.
Option to hit people with bare hands should also appear at some point... :)
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Hmmm... so maybe just a 'coup de grace' option to attack a unit you're standing on?
Summary: needs a melee weapon (gun with melee is a no-no w/o changing the UI, as its' 5 use options already barely fit the screen), uses that melee weapon's stats, but always hits and always inflicts max damage, at double TU cost? Might be the best compromise between simplicity and realism. Could be used to spam stun damage, though, this is somewhat a downside.
Option to hit people with bare hands should also appear at some point... :)
That's problematic, because you can stand on 10 units at once.
The idea (as illustrated) was that you have to select a specific unit (by picking it up from the ground to one hand) and then the action would be triggered by clicking on the alien, not on the weapon. Also, no problem with UI because currently you have only one action on aliens (Throw), so two will still fit nicely.
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Yeah that makes sense. And eliminates the need to double the TU cost on attack, too, since you'll be using up TUs to pick the enemy up anyway.
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"Decapitate"? :)
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"Decapitate"? :)
Nah, that takes a lot more time... and is also politically and socially sensitive right now.
Cutting the throat (of an unconscious being) should take only a fraction of time (we've all seen Die Hard 2, right?) ... but I think I won't do a fixed TU cost... if possible I'll try to use the TU cost of a melee weapon you have in your other hand.
EDIT: and it will be an insta-kill, not just damage
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EDIT: and it will be an insta-kill, not just damage
Inb4 someone cuts Lobsterman's throat with a baseball bat :P Also cutting throat is basically a half-assed beheading, if you want to be PCorrect :)
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Inb4 someone cuts Lobsterman's throat with a baseball bat :P Also cutting throat is basically a half-assed beheading, if you want to be PCorrect :)
Not possible with baseball bat, it must be STR_DAMAGE_MELEE (in piratez "Cutting" I think) weapon.
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Well, how does cutting throat with a Thermal Lance sound, then? :) I'd prefer a less physiological name, anyway (coup-de-grace, as I said earlier).
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Well, how does cutting throat with a Thermal Lance sound, then? :) I'd prefer a less physiological name, anyway (coup-de-grace, as I said earlier).
OK, you win...
Technical name: STR_CUT_THROAT
Translation: Coup de grâce
Mechanics:
1. Take live unconscious unit (enemy/neutral/friend) into one hand
2. Take a melee weapon with melee attack (e.g. a blade) into the other hand
3. Click on the unit
4. Select Coup de grâce
- accuracy 999% is just for fun... indicating you cannot miss
- time units are actual TUs from the melee weapon... which will be also used
- if the weapon requires stamina or other cost, it will also be used up as normal
5. The unit will be executed instantly (you cannot miss and you always kill)
6. A message will appear informing you about the fact
- technical name: STR_TARGET_WAS_EXECUTED
- Translation: Target was executed!
See attached screenshots.
EDIT: ranged weapons with melee add-ons don't work (e.g. Bayoneted Rifle)... it has to be a genuine blade... finally those worthless daggers have some use ;-)
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OK, you win...
Technical name: STR_CUT_THROAT
Translation: Coup de grâce
Mechanics:
1. Take live unconscious unit (enemy/neutral/friend) into one hand
2. Take a melee weapon with melee attack (e.g. a blade) into the other hand
3. Click on the unit
4. Select Coup de grâce
- accuracy 999% is just for fun... indicating you cannot miss
- time units are actual TUs from the melee weapon... which will be also used
- if the weapon requires stamina or other cost, it will also be used up as normal
5. The unit will be executed instantly (you cannot miss and you always kill)
6. A message will appear informing you about the fact
- technical name: STR_TARGET_WAS_EXECUTED
- Translation: Target was executed!
See attached screenshots.
EDIT: ranged weapons with melee add-ons don't work (e.g. Bayoneted Rifle)... it has to be a genuine blade... finally those worthless daggers have some use ;-)
Maybe when it goes Target was executed, you hear the death scream of the target.
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Maybe when it goes Target was executed, you hear the death scream of the target.
They are unconscious, how could they scream?
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They are unconscious, how could they scream?
A neck crack sound maybe? Or even just the knife hit sound. :) Just brainstorming. I haven't tried the feature, and don't know if it gives auditory feedback, but it makes senses and could be rewarding to the player. ;)
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A neck crack sound maybe? Or even just the knife hit sound. :) Just brainstorming. I haven't tried the feature, and don't know if it gives auditory feedback, but it makes senses and could be rewarding to the player. ;)
It doesn't give any feedback, I will see what I can do...
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Simply use the meleehitsound of the weapon used? I agree with Ivan that some audio or visual feedback would be in order.
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Simply use the meleehitsound of the weapon used?
done
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They are unconscious, how could they scream?
Well in standard version, soldiers make a death scream when they bleed out either unconscious or standing. Figured that the target will make its death scream when executed as if it bled out unconscious.
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Could we also have something like handcuffs? Apply to a stunned enemy to keep them from getting up, without killing them. Same mechanics as execution, hold alien in one hand and item in the other.
Of course, handcuffs wouldn't work with lobstermen, so somthing else like cryo clamps would be needed. You need to research Alien Cryogenics to get these, but handcuffs would still work for weaker aliens. With these items, a new gameplay mechanic could be introduced where stun damage on aliens decreases more rapidly. So, you stun an alien, then you have three rounds to cuff it before it gets back up.
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This feature has become too incompatible (on code level) with other features.
Also, players mostly used it as a cheat.
I've decided to remove it (already a long ago), but today it happened.
If someone wants to maintain it on their branch, here's the commit to revert: https://github.com/MeridianOXC/OpenXcom/commit/a936d1c7205cd11dd7c937516b3b9d4580bd0772
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A question. Why "used as cheat"?
To say the truth, I seldom use it, but it is a fun option. On the other hand, it can be sad to get rid of an option, but it is understandable that if the options is getting in the way of compatibility and maintainability, it should go....
There is a plan of re-implement in the future? Even the long long future?
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A question. Why "used as cheat"?
It was implemented as insta-kill, no questions asked.
So people used it also to kill enemies, which are not killable any other way (for example XCF ghosts).
Still, it had to go mostly for compatibility reasons...