OpenXcom Forum
OpenXcom => Suggestions => Topic started by: Unknown Hero on June 24, 2014, 01:34:37 am
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1) Where is the end of the combat area?
Add a red line to show the battle area border...
(https://img11.hostingpics.net/pics/169591RedBorder01.png)
...and also in the Minimap view.
(https://img11.hostingpics.net/pics/433891RedBorder02.png)
*****
Cut from this thread on demand for better convenience:
https://openxcom.org/forum/index.php?topic=2279.0 (https://openxcom.org/forum/index.php?topic=2279.0)
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Ufo: The Two Sides had nice solution for that. Instead of such border, there were gray area (with normal tiles) around map - that acted as special buffer - you couldn't go there, but grenades could fall there etc. So map was bit bigger, but outer parts were inaccesible.
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Yeah, I liked what TTS did
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+1
Lines or different color background are usefull
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I don't like this, as I prefer not to know where is the end of map
Also agree if as an option that we may toogle or not
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+1 for this as an option
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I don't like this, as I prefer not to know where is the end of map
But this is known anyway. The cursor won't leave the map, so it's easy to scan for map edges.
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But this is known anyway. The cursor won't leave the map, so it's easy to scan for map edges.
I'd add from the first picture on the OP that to me it is a bit obvious that the map ends there. But I concede that others might find it more difficult to see it.
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Ufo: The Two Sides had nice solution for that. Instead of such border, there were gray area (with normal tiles) around map - that acted as special buffer - you couldn't go there, but grenades could fall there etc. So map was bit bigger, but outer parts were inaccesible.
I vote for this one. It sucks when I fire a rocket or something and it just disappear.
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I vote for this one. It sucks when I fire a rocket or something and it just disappear.
+1
(UFO: Aftershock used it too. And this is my favourite tactical game after X-Com.)
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+1
(UFO: Aftershock used it too. And this is my favourite tactical game after X-Com.)
As an option...
What if you decide in your FMP to make last Cydonian missions far bigger than vanilla... Enabling this option could kill some part of suspense
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As an option...
What if you decide in your FMP to make last Cydonian missions far bigger than vanilla... Enabling this option could kill some part of suspense
You could try modifying the map size, something like this:
alienDeployments:
- type: STR_MARS_CYDONIA_LANDING
width: 90
length: 90
height: 2
(It's 60/60/2 now)
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You could try modifying the map size, something like this:
alienDeployments:
- type: STR_MARS_CYDONIA_LANDING
width: 90
length: 90
height: 2
(It's 60/60/2 now)
Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is
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Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is
Random map size... Why didn't I think about this.
It would be so great to have it configurable.
EDIT: Just made the suggestion https://openxcom.org/forum/index.php?topic=2431.0
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As making terror mission be rectangular (30X60, 40X80) to increase the specificity of the athmosphere of such a mission
A terror is never a mission as others 8)
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Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is
90x90!?!?! :o
That's almost 4 times the original map size (50x50 = 2500, 90x90 = 8100)!
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One big fat vote for the TTS model: non-pathable greyed 10x10 map-sections around the border of the map.
In the meantime +1 for the optional band around the map.
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I also vote for the gray border.
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I also vote for the gray border.
+1 if as an option 8)
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+1 if as an option 8)
You mean the choice of color? Right?
Or the option to have the choice to choose the color? ::)
;D
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+1 for TTS gray area solution so your rockets don't just disappear next to an alien if the map ends there.
Would be nice to be an option, though I don't know why anybody would not want that to be on.
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So, here is the famous gray area that everyone is talking about.
As I can see with happiness, they had the good idea to add a red line around the grey area, and it's visible even in the black parts on the screen, great. :)
Maybe not need such a large gray area? 10 tiles?
No too disturbing while playing?
(https://img15.hostingpics.net/pics/897722TTSscreenredgreyareay2b03.png)
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OK, 10 is way too much. I vote 4.
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@ Aldorn
+1 if as an option 8)
That goes without saying. ;)
For me always "ON". :D
@ Solarius Scorch
OK, 10 is way too much. I vote 4.
Seems more reasonable and less risk of inducing the player in error. :)
For me, 2 tiles would be sufficient, but 4 tiles is acceptable.
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I think 10 is ok. I don't see why it should be any less, but instead it could be more, even 50. It is area where you can not go to. It does not distract the player. It is simply there so rockets don't just disappear when they exit the map.
If it was only 2 squares then it would not fix the problem it was intended to fix, to have something the rockets can hit instead of just disappearing.
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@ Muukalainen
The problem is to see where is the combat area border, look at the OP; for me the rockets just disappearing is not a problem.
I want to see where is the combat area border whithout the need to move the 3D box curseur all over the screen, it's quite boring.
Just a red line would be enough for me.
Also, you can not see where is the combat area border in the Minimap view.
The Battlescape is a tactic phase of the game, tactic is not the same depending where is located the combat area border.
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Another solution:
Why not put the red line at the combat area border, and you can add thousands of tiles after if you want.