OpenXcom Forum

OpenXcom => Suggestions => Topic started by: clownagent on June 01, 2014, 05:56:27 pm

Title: HWP options
Post by: clownagent on June 01, 2014, 05:56:27 pm
Two suggestions regarding HWP's

1. They should have an inventory screen. Of course they should not be able to pick up items, but one can imagine that they have an automatic ammo loading mechanism, which let you choose which ammo to load. For example the rocket HWP could have different kinds of rockets and in the inventory screen you could load the rocket type you want.

2. HWP'S should have a chance to explode when they die, similar to a cyberdisc. But the cyberdisc explosion is too strong and happens always when they die (I know, when you hit them with an HE Weapon, they don't explode, but this I consider a bug, because it makes absolutely no sense at all)
So it would be nice, if one can define an "explosion strength/blastradius" and "explosion chance" for dying vehicles in the ruleset file. 
Title: Re: HWP options
Post by: clownagent on June 24, 2014, 09:55:03 pm
3. Another thing I would suggest to change is how the clipsize of HWPs is handled in the ruleset:
- For craft weapons and handheld weapons the clipsize gives the amount of ammo in one ammo-item.
- However, for HWP ammo clipsize gives the amount of ammo-items you can put in your HWP and each ammo-item has by default only one shot.

In my opinion the clipsize for HWPs should be handled like the clipsize for craft weapons. This is much more flexible, in line with the other clipsize tags, and one can design HWP-ammo-items with more than 1 shot. 

EDIT

4. When adding an HWP to the skyranger you can only add them, if it is fully loaded with ammunition. The warning is fine. However, it would be better to optionally allow to take the partially loaded or unloaded HWP with you.
It cann still be very useful for scouting or some shooting.


Title: Re: HWP options
Post by: Falko on June 24, 2014, 10:34:40 pm
i have a test cyberdisk tank
i could bring that tank to an explosian "as a tank"
specab: 1 in units and  with      power and blastRadius in the resulting corpse you can fix some of what you want
i cant give you random(chance to) explosion :(

Title: Re: HWP options
Post by: Solarius Scorch on June 25, 2014, 01:01:00 am
In my opinion the clipsize for HWPs should be handled like the clipsize for craft weapons. This is much more flexible, in line with the other clipsize tags, and one can design HWP-ammo-items with more than 1 shot.

Oh yes, definitely. I lost quite a bit of time on this before I concluded it wasn't possible.

Now I force the people to buy 200 bullets separately for my minigun tank. :P
Title: Re: HWP options
Post by: Aldorn on June 25, 2014, 03:23:23 pm
Oh yes, definitely. I lost quite a bit of time on this before I concluded it wasn't possible.

Now I force the people to buy 200 bullets separately for my minigun tank. :P
I hope you set bullets size to 0...
Title: Re: HWP options
Post by: Solarius Scorch on June 25, 2014, 04:20:31 pm
I hope you set bullets size to 0...

It's 0.001 actually. :)
Title: Re: HWP options
Post by: clownagent on June 25, 2014, 10:12:58 pm
i have a test cyberdisk tank
i could bring that tank to an explosian "as a tank"
specab: 1 in units and  with      power and blastRadius in the resulting corpse you can fix some of what you want
i cant give you random(chance to) explosion :(

Ah, thanks I didn't know that I can change power and blastradius of the corpse.

With "specab: 1" does the unit follow the buggy "Cyberdisc explosion rules": When it is hit by a HE weapon or "in the air" it will not explode?
Title: Re: HWP options
Post by: Falko on June 26, 2014, 06:57:55 am
there is no "in the air" exception only a "HE"-exception and that still applies to a cyberdisk-tank
Title: Re: HWP options
Post by: Warboy1982 on June 26, 2014, 10:06:30 am
the "in the air" exception applies to recovery of a corpse, in that the corpse falls to the level below before the explosion goes off in the air, and it's not a bug that HE/stun damage doesn't set off the self destruct mechanism, that's entirely by design.
Title: Re: HWP options
Post by: clownagent on June 26, 2014, 08:25:43 pm
the "in the air" exception applies to recovery of a corpse, in that the corpse falls to the level below before the explosion goes off in the air, and it's not a bug that HE/stun damage doesn't set off the self destruct mechanism, that's entirely by design.

Yes, I know it's vanilla behavior. However, the mechanism is just so implausible that it "feels" like a bug. I can understand that some people want to experience the original behavior, but I would be happy if one can change it in the ruleset to a more reasonable behavior like an "explosion chance" of xx % no matter what the cause of the destruction of the cyberdisc is.

I mean it is really difficult to figure out a reasonable explanation for the original cyberdisc mechanisms:
1.  "the corpse falls to the level below before the explosion goes off in the air". So what does it mean ingame?  The cyberdisc ejects its own self destruction mechanism in the air, and after the corpse hits the ground it goes off?
2. Self destruction mechanism does not work if the cyberdisc is hit by an explosion, but it works perfectly if hit by plasma, laser or any other high energy projectile? Why?
Title: Re: HWP options
Post by: Warboy1982 on June 27, 2014, 03:30:21 am
explanation is simple: it's a video game. it doesn't have to make sense.
Title: Re: HWP options
Post by: yrizoud on June 27, 2014, 12:08:18 pm
I just realized, the "in the air" feature is not going to happen in OpenXcom when explosion height is > 0 ? Because the blast will hit the level(s) below, and thus destroy the corpse anyway.
Title: Re: HWP options
Post by: clownagent on June 27, 2014, 09:56:38 pm
explanation is simple: it's a video game. it doesn't have to make sense.

Ok, now with that you can justify anything.
Personally, i like some kind of in-game logic, but that is of course a matter of taste.

Anyway, I would appreciate it very much, if one can modify the explosion and corpse recovery behavior via the ruleset.
Title: Re: HWP options
Post by: yrizoud on June 30, 2014, 01:51:46 pm
If you set armor: (big enough number) for STR_CYBERDISC_CORPSE, the corpse should survive all explosions, including the one that it causes on death.
This way, you will always recover the wreakage. No difference if "in the air", with or without explosion height.
Title: Re: HWP options
Post by: clownagent on June 30, 2014, 11:07:52 pm
If you set armor: (big enough number) for STR_CYBERDISC_CORPSE, the corpse should survive all explosions, including the one that it causes on death.
This way, you will always recover the wreakage. No difference if "in the air", with or without explosion height.

That's a very good idea, it might be useful for my mod.  :)
Title: Re: HWP options
Post by: clownagent on August 02, 2014, 10:14:54 am
Another suggestion for HWP handling

4. When adding an HWP to the skyranger you can only add them, if it is fully loaded with ammunition. The warning is fine. However, it would be better to optionally allow to take the partially loaded or unloaded HWP with you.
It cann still be very useful for scouting or some shooting.
Title: Re: HWP options
Post by: redv on August 02, 2014, 12:15:28 pm
3. Another thing I would suggest to change is how the clipsize of HWPs is handled in the ruleset:
- For craft weapons and handheld weapons the clipsize gives the amount of ammo in one ammo-item.
- However, for HWP ammo clipsize gives the amount of ammo-items you can put in your HWP and each ammo-item has by default only one shot.

In my opinion the clipsize for HWPs should be handled like the clipsize for craft weapons. This is much more flexible, in line with the other clipsize tags, and one can design HWP-ammo-items with more than 1 shot. 

PR sent: https://github.com/SupSuper/OpenXcom/pull/895
Title: Re: HWP options
Post by: BlackLibrary on August 02, 2014, 09:48:03 pm
Ok, now with that you can justify anything.
Personally, i like some kind of in-game logic, but that is of course a matter of taste.

Anyway, I would appreciate it very much, if one can modify the explosion and corpse recovery behavior via the ruleset.

In Game Logic:  The Cyberdisc is an advanced weapons platform designed to battle the enemies of Sectoids.  It is a terror weapon designed to close in on its target and annhilate it with no prejudice.  The sectoids were pleased to that the Cyberdisc's internal power supply explodes with incredible force upon breach.  It made their weapon that much more lethal against its flaws. 

However, the Cyberdisc has a critical design flaw.  When fighting in waves, it was important for the destruction of one Cyberdisc to not cause a chain reaction that fraticides.  Such a fraticide could halt an offensive in its tracts, destroying a wave of Cyberdiscs, and any Sectoid within range.  When exposed to massive increase in heat from explosive or incendiary damage, the Cyberdisc internal coolants overload and spills.  When the Cyberdisc has underwent too much damage and the coolant system is flooded, its internal power source gets exposed to the leaked coolants, killing the needed reaction temperature to maintain itself.  The Cyberdisc collapses in a heap. 

A necessary evil to prevent fraticide...but an exploit that XCOM agents must use wisely to take a Cyberdisc out of commission in order to dissassemble.
Title: Re: HWP options
Post by: Tarvis on August 04, 2014, 01:17:08 am
It would be pretty cool to be able to rename HWPs just like you can with SHIVs in XCOM 2012. Though I'm not sure the best way to do that other than listing them in the SOLDIERS screen...
Title: Re: HWP options
Post by: Solarius Scorch on August 04, 2014, 01:31:49 am
It would be pretty cool to be able to rename HWPs just like you can with SHIVs in XCOM 2012. Though I'm not sure the best way to do that other than listing them in the SOLDIERS screen...

My first will be named Frank the Tank.
Title: Re: HWP options
Post by: clownagent on August 04, 2014, 09:51:19 pm
PR sent: https://github.com/SupSuper/OpenXcom/pull/895

Looks very good. Hopefully it will be merged soon.

Will it also work when you assign for example heavy rockets (from the handheld launcher) as ammunition for the rocket HWP? It could result in problems in the skyranger equipment screen, when adding the HWP and the amount of heavy rockets in the storage must be updated.
Title: Re: HWP options
Post by: redv on August 04, 2014, 10:29:13 pm
Will it also work when you assign for example heavy rockets (from the handheld launcher) as ammunition for the rocket HWP? It could result in problems in the skyranger equipment screen, when adding the HWP and the amount of heavy rockets in the storage must be updated.

hmm... you are right. Tank with heavy rockets adds, removes and works well, but list of ammunition in the Skyranger do not wants to be updated.
So, i'll fix it.

I tested:
Code: [Select]
items:
  - type: STR_TANK_ROCKET_LAUNCHER
    compatibleAmmo:
      - STR_LARGE_ROCKET
Title: Re: HWP options
Post by: clownagent on August 09, 2014, 07:10:34 pm
In Game Logic:  The Cyberdisc is an advanced weapons platform designed to battle the enemies of Sectoids.  It is a terror weapon designed to close in on its target and annhilate it with no prejudice.  The sectoids were pleased to that the Cyberdisc's internal power supply explodes with incredible force upon breach.  It made their weapon that much more lethal against its flaws. 

However, the Cyberdisc has a critical design flaw.  When fighting in waves, it was important for the destruction of one Cyberdisc to not cause a chain reaction that fraticides.  Such a fraticide could halt an offensive in its tracts, destroying a wave of Cyberdiscs, and any Sectoid within range.  When exposed to massive increase in heat from explosive or incendiary damage, the Cyberdisc internal coolants overload and spills.  When the Cyberdisc has underwent too much damage and the coolant system is flooded, its internal power source gets exposed to the leaked coolants, killing the needed reaction temperature to maintain itself.  The Cyberdisc collapses in a heap. 

A necessary evil to prevent fraticide...but an exploit that XCOM agents must use wisely to take a Cyberdisc out of commission in order to dissassemble.

Interesting point, but let us have a serious discussion.  ;)
Ifyou assume the aliens were clever they would just suppress the self destruction of the first cyberdisc to not destroy other cyberdiscs/aliens nearby. As you said "the Cyberdisc is an advanced weapons platform" so it can easily detect friendly units nearby. If those are detected the self destruction could be prohibited.

Instead the aliens allow the full destruction of the first cyberdisc (hit by normal ammunition), which triggers the explosion, which kills friendly cyberdiscs nearby. And after the death of those the protection mechanism you described is activated. This sounds too inefficient for clever aliens.