OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Surrealistik on July 30, 2016, 07:01:32 am

Title: Intercepting Hideout Supply Ships
Post by: Surrealistik on July 30, 2016, 07:01:32 am
Does interrupting supply ships either via interception or jumping them while landing have an actual impact on the Hideout being supplied, or is it just like original X-Com where the process is effectively cosmetic outside of revealing the base location?
Title: Re: Intercepting Hideout Supply Ships
Post by: ivandogovich on July 30, 2016, 07:07:50 am
Just cosmetic.
Title: Re: Intercepting Hideout Supply Ships
Post by: Surrealistik on July 30, 2016, 08:56:32 am
Damn. Would be nice if it had some kind of impact after enough consecutive denials; fewer defenders, smaller map, or even the scuttling of the Hideout itself.
Title: Re: Intercepting Hideout Supply Ships
Post by: BetaSpectre on July 30, 2016, 03:08:16 pm
IMO I think that Supply ships shouldn't affect the bases after all there are ground roads. You're pirates not siege masters.

I like to think that the point system is good enough to show impact. You get points for taking out supply ships.
Title: Re: Intercepting Hideout Supply Ships
Post by: ivandogovich on July 30, 2016, 06:35:23 pm
Damn. Would be nice if it had some kind of impact after enough consecutive denials; fewer defenders, smaller map, or even the scuttling of the Hideout itself.

Sure.  It would be nice if base defenses reduced the amount of attackers that get through as well.  However, these are things that are part of the engine.  Sounds like you've got enough good ideas about how the engine should be rewritten that you should do what Warboy did: Learn how to code.  He eventually became one of the core developers in the team. C+ is the language to learn, if you are interested.  Otherwise, modders can only try to apply the engine in creative ways, as Dioxine has done, and others are doing too.