OpenXcom Forum
OpenXcom Forks => OXCE Suggestions NEW => OpenXcom Extended (OXCE) => OXCE Suggestions OK => Topic started by: Nord on January 15, 2019, 08:20:41 am
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So, idea is minimal required stats to use item.
Right now game use one such stat - psi skill. But sometimes i really want to add other.
Like strength restriction for heavy equipment, or bravery for boxer gloves. :)
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I don't understand what would prevent me from using an item regardless of my stats.
But of course using it well is a different thing. :P
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I don't understand what would prevent me from using an item regardless of my stats.
But of course using it well is a different thing. :P
Imagine a man with a .50cal browning machinegun. Firing from his hands. His name must be at least Arnold.
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Imagine a man with a .50cal browning machinegun. Firing from his hands. His name must be at least Arnold.
Well, it *is* possible if you can lift the weapon... It just won't be accurate at all.
What you touched upon is not a problem with stats, but with mechanics. No matter how heavy the weapon, you can pick it up, fire, and drop.
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Well, it *is* possible if you can lift the weapon... It just won't be accurate at all.
What you touched upon is not a problem with stats, but with mechanics. No matter how heavy the weapon, you can pick it up, fire, and drop.
So, aside of that discussion, are you agree with such feature or not? :-)
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So, aside of that discussion, are you agree with such feature or not? :-)
I disagree. It would be good enough for nuCom for example, but the in the context of the classic X-Com it's far too gamey and arbitrary.
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Some of this can be done by scripts, such as reducing the power of a psi weapon (or boxing gloves if you're not brave enough) when your stat is below a threshold. As for weight penalty with heavy weapons, you could make accuracy based somewhat on strength, but that can't really have the threshold kind of behavior that I'd like to see. I believe Yankes was working on a script hook that could help, like being able to influence accuracy at the time of firing.
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Yup, I have on side branch half finished scripts that control usage of weapons, with this you could make stat requirement.
Only problem left was how exactly it should work and report failure to use weapon. Simply saying, block weapon is easy, harder is inform player or AI why weapon is not usable.
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How should it look? I think - just as vanilla psi training requirement. A message when you try to use an item.
Or you mean how should it be coded? Here i can not help. :(
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I think that feature could be usefull for develop fantasy mod too.
The limit that I remember, but it could be acceptable, was that items attributes are the attributes of their type
(all rifles have the same attributes, eventually with NEW bonus-malus too)
I suppose that source code have already some entry point for add items requirement check on soldier, such as check strength on equip, or check accuracy on fire.
An other idea could be weapons restriction to some soldier type such as Marines or Imperial Guards
+10
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I would be for it if It Was more neutering the weapons ability with low stats as apposed to being unusable.
Take the 50 cal for instance, have a check for say, if <40 Strength, -50 accuracy, and +10 tus to simulate both a runaway gun, and stumbling from the blast.
Actually I'd like this because sometimes some guns can feel cheapish if they aren't massive weight or something. I could see it apply in other ways, like accuracy under x decreasing max range before falloff for certain guns like shotguns. Especially if you made it similar to overweight, in every point over could make the effect more severe.
The key here is making it optional to be GRADUAL, and not just impossible to use. Rpgs that do this seem better imo, if guns or swords can be used by anyone, but in unskilled hands have bad aim, slower operation, and other problems. Like deus ex, you can use any gun with any build, but using the flamethrower is not viable unless you are specd for it because you move slow unless you are trained in heavy weapons. Doesn't stop you from slowly waddling towards terrorists with a gun too big for you, but you have the OPTION, except for certain circumstances.
I also agree about a per class, or per armor restriction for certain equipment, which is funny because I made a thread about that I think.
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The key here is making it optional to be GRADUAL, and not just impossible to use. Rpgs that do this seem better imo, if guns or swords can be used by anyone, but in unskilled hands have bad aim, slower operation, and other problems. Like deus ex, you can use any gun with any build, but using the flamethrower is not viable unless you are specd for it because you move slow unless you are trained in heavy weapons. Doesn't stop you from slowly waddling towards terrorists with a gun too big for you, but you have the OPTION, except for certain circumstances.
This is something I can get behind. :)
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This part can be done allready with bonuses to aim and power.
My thoughts was about items unfittable for normal humans. But units after some soldierTransformations can have many new abilities.
Yes, like cyborg with helicopter mounted minigun in one hand, so on.
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Yes, like cyborg with helicopter mounted minigun in one hand, so on.
The cyborgs could have an armor (which others can't wear) that has a minigun built-in.
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This part can be done allready with bonuses to aim and power.
My thoughts was about items unfittable for normal humans. But units after some soldierTransformations can have many new abilities.
Yes, like cyborg with helicopter mounted minigun in one hand, so on.
bonuses to aim and power don't include limiting tus, reducing other stats, ect. Plus exponential power bonuses end up making high end stats creating absurd numbers. It wouldn't work for say, seperate stats for only under 40 strength, unless the power bonus could do a less than / more than function, and that still cannot alter other stats like tu usage.
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Bump.
Anyone still interested in this?
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Anyone still interested in this?
Generally yes, as long as we are talking "soft" limits; meaning that if your stat is below the required threshold, you can still use the item but with penalties (normally to accuracy). These penalties get progressively worse, the lower your relevant stat is. (The actual formula needs to be decided, I am not an expert on statistical curves.)
The reason for this is to allow weapons which are difficult to handle due to sheer mass. This cannot be done using stat bonuses, because it would make very strong units into perfect snipers with such heavy weapons.
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Very interesting suggestion! :)
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It was actually already discussed on the previous page, I just summarised it.