OpenXcom Forum

OpenXcom => Suggestions => Topic started by: CoolKid on June 12, 2014, 01:30:21 am

Title: Chain Reaction for explosion
Post by: CoolKid on June 12, 2014, 01:30:21 am
If explosion hit grenade on the ground the grenade will explode due extreme heat and shock. So it's possible to create a lot of chain explosion for demolition purpose and pretty fireworks 8). Can this be easily implemented?
Title: Re: Chain Reaction for explosion
Post by: Qpoter on June 14, 2014, 03:27:16 am
Good idea, although it shouldn't happen in all cases (a Blaster Launcher explosion would just turn the grenade into ashes instead of exploding it).
Title: Re: Chain Reaction for explosion
Post by: Warboy1982 on June 14, 2014, 04:39:32 am
simple, really
adjust the armor value of grenades to something slightly higher than their power.
they won't be destroyed by each other, but will still be destroyed by blaster bombs.

but i'm guessing you mean you want grenades to explode WHEN they're destroyed by an explosion rather than when they're primed for. that's a little different.
Title: Re: Chain Reaction for explosion
Post by: Solarius Scorch on June 14, 2014, 04:46:13 am
X-Com Apocalypse strikes again!

Explosions, explosions everywhere... :)
Title: Re: Chain Reaction for explosion
Post by: CoolKid on June 14, 2014, 07:21:55 am
but i'm guessing you mean you want grenades to explode WHEN they're destroyed by an explosion rather than when they're primed for

Exactly.

X-Com Apocalypse strikes again!

Explosions, explosions everywhere... :)

Yes, even the weapons will shot by itself if it take damage. That's so fascinating and realistic.
Title: Re: Chain Reaction for explosion
Post by: Qpoter on June 15, 2014, 08:09:15 am
X-Com Apocalypse strikes again!

Explosions, explosions everywhere... :)

Easily one of the best parts of the whole game, especially since you never really know it can happen until it does.
Title: Re: Chain Reaction for explosion
Post by: yrizoud on May 20, 2015, 01:51:25 am
(necro-power!)
Just wanted to say I would really enjoy this feature. In a game, I happened to throw several explosives at a cyberdisc in a single turn, and it was quite a bad surprise to see only one tiny explosion (the wimpy grenade exploded first and defused all the rest)

Additionally, chained explosions would let you improvize a heavy proximity mines, by stacking a heavy explosive on a proximity mine :)
Title: Re: Chain Reaction for explosion
Post by: SIMON BAILIE on May 20, 2015, 02:32:30 am
There is a "heavy proximity mine" mod available by civilian that I use in redux as Mutons and especially the elite mutons just shrug off ordinary prox grenades. The only thing is u need troops with around 50 strength to be able to throw it further than the blast range but hopefully u'll have a few troops that strong by the time u encounter any mutons.
Title: Re: Chain Reaction for explosion
Post by: Solarius Scorch on May 20, 2015, 08:23:08 am
Just wanted to say I would really enjoy this feature. In a game, I happened to throw several explosives at a cyberdisc in a single turn, and it was quite a bad surprise to see only one tiny explosion (the wimpy grenade exploded first and defused all the rest)

This can actually be easily changed by bumping the grenades' armour value to very high values, so that they aren't annihilated by other explosions. (Like in the Piratez.)
Title: Re: Chain Reaction for explosion
Post by: dml31 on June 08, 2015, 06:51:43 pm
Maybe carried grenades, alien grenades and high explosives and incendiary grenades could explode also on a lucky shot (for both sides) with laser or plasma shot or HE shot. Explosives in backpack should be protected.