OpenXcom Forum
OpenXcom => Suggestions => Topic started by: MKSheppard on April 22, 2014, 07:05:43 am
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Just what it says. Would be nice to have options of slot #3 and #4 open if we wanted to.
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Technically you can have as many craft weapons as you want... but where would we put them on the UI? :P
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Technically you can have as many craft weapons as you want... but where would we put them on the UI? :P
It seems to me that you could fit #3 and #4 on the UI if the craft isn't carrying troops -- something to give more advantages to pure fighters in a mod?
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It seems to me that you could fit #3 and #4 on the UI if the craft isn't carrying troops -- something to give more advantages to pure fighters in a mod?
I had a dream... Where all planes were modular...
Whatever. 4 PLASMA BEAM AHOY!!! :D
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Hum, I'm not sure that 2 more weapons is good for game balance, I like attack large UFO's with 2 or 3 interceptors (and lost 1 or 2 in dogfight :p). But it's interesting if you using this extra slots for specials improvements (antijamming, tank fuel, electronic protection ...), like UFO:AI (next build 2.5 is very interesting).
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What about the ability to choose the weapon used for an attack?
Say you have an Interceptor with one Avalanche and one Stingray mount - or one Fusion Ball Launcher and one Plasma beam. When attacking a very small craft you would'nt want to waste expensive ammo on that. But you have to, as the weapon with the longest range automatically fires first.
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You can click on the weapons during interception to enable/disable them.
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Has this always been implemented or have I overlooked this feature for the last 20 years? :-[
i don't normally use such combinations, so I guess I just never thought about it before.
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No it was specifically added in OpenXcom. :)
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Hum, I'm not sure that 2 more weapons is good for game balance, I like attack large UFO's with 2 or 3 interceptors (and lost 1 or 2 in dogfight :p). But it's interesting if you using this extra slots for specials improvements (antijamming, tank fuel, electronic protection ...), like UFO:AI (next build 2.5 is very interesting).
XCom Apoc have samething too
https://www.ufopaedia.org/index.php?title=Vehicle_Equipment_(Apocalypse) (https://www.ufopaedia.org/index.php?title=Vehicle_Equipment_(Apocalypse))
To balance the game, in Apoc there is an attribute size for weapons slot
Cannon could be the smallest, instead Fusion Ball Launcher the huge.
Skyranger could have a cannon but not a missile system ...
For OpenXcom we have a lot of new mods with new aircraft such as Sentinel, Raven, Thunderbird, etc.
New weapons slot could be a way to diversificate them
With size attribute could be possible have weapons type with different charge number:
Sentinel could mount lancer with double charge than Thunderbird as example
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You can click on the weapons during interception to enable/disable them.
What ????? Just awesome !
A big thank for this feature, dude !
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Sorry I am registered from few day
I read in
https://openxcom.org/forum/index.php?topic=2158.0 (https://openxcom.org/forum/index.php?topic=2158.0)
about a collection of extra vessels.
It could be a good start point for the new proposals
PS:Thunder with only one weapon slot, in my opinion is too weak.