OpenXcom Forum

Modding => OXCE Suggestions NEW => OpenXcom Extended => OXCE Suggestions Abandoned => Topic started by: Surrealistik on August 11, 2015, 05:27:33 am

Title: [REMOVED] [DONE] [Suggestion] Add Execution Advanced Option
Post by: Surrealistik on August 11, 2015, 05:27:33 am
Would be nice if there was a way to execute unconscious aliens on the ground or that you're carrying with a held weapon, instead of having to drop a grenade.
Title: Re: Add Execution Advanced Option
Post by: kikimoristan on August 11, 2015, 05:53:44 am
you can. you use medkit to revive them then kill them
Title: Re: Add Execution Advanced Option
Post by: Surrealistik on August 11, 2015, 06:09:05 am
That takes forever though; I just want to put a bullet through their head without wasting countless mountains of TUs and Stim charges.
Title: Re: Add Execution Advanced Option
Post by: Arthanor on August 11, 2015, 07:14:42 am
I believe what you are looking for already exists in OpenXCom Extended by Yankes, where you can target units lying on the floor. Haven't tried it myself though..
Title: Re: Add Execution Advanced Option
Post by: Warboy1982 on August 11, 2015, 09:29:53 am
i actually knocked this up a few years ago...
Title: Re: Add Execution Advanced Option
Post by: kikimoristan on August 11, 2015, 09:44:47 am
wait s you pick the unit in your hand then use the unit and you get break neck option?
Title: Re: Add Execution Advanced Option
Post by: Surrealistik on August 11, 2015, 09:49:36 am
Oh my god. Yes please; for TFTD and X-Com.

Would make my TFTD run with gear self-destruct so much less tedious; have to spam stuns in order to get a decent gear haul, but that in turn requires a stupid amount of micro to deal with the unconscious aliens.
Title: Re: Add Execution Advanced Option
Post by: kikimoristan on August 11, 2015, 09:51:54 am
doesn't work the break neck thing. ahahaha. i tried it :)
Title: Re: Add Execution Advanced Option
Post by: SIMON BAILIE on August 11, 2015, 02:07:22 pm
Warboy could you provide the rul.file or was it a custom exe?
Title: Re: Add Execution Advanced Option
Post by: Warboy1982 on August 11, 2015, 11:59:21 pm
it was a mock up
Title: Re: Add Execution Advanced Option
Post by: Surrealistik on August 12, 2015, 03:20:52 am
Please make this real; sorely needed.
Title: Re: Add Execution Advanced Option
Post by: DoxaLogos (JG) on August 12, 2015, 03:24:01 am
What if the alien doesn't have a neck?  Hmm....
Title: Re: Add Execution Advanced Option
Post by: kharille on August 12, 2015, 06:40:29 am
It could really do with a 'stamp on alien' option.  I'm thinking of those times some lobsterman I stunned was running around and ambushing my guys after I thought I cleared the place out.
Title: Re: Add Execution Advanced Option
Post by: wsmithjr on August 12, 2015, 02:31:45 pm
Wouldn't mind an option to ice them again as well. A live Calcinite that I wanted to keep woke up and wiped out several of my guys before I could kill it. That was annoying.  :'(
Title: Re: Add Execution Advanced Option
Post by: yrizoud on August 12, 2015, 05:06:44 pm
IMO, a good system would be that non-AOE shots that end up on a ground tile hit an unconscious unit lying there : The player would have the option of force-firing on a stunned alien (from 1 square away, usually) to finish them off, and firefights near stunned characters would be dangerous to them.
Title: Re: Add Execution Advanced Option
Post by: Arthanor on August 12, 2015, 05:40:14 pm
@wsmithjr: Well, that's part of the challenge of the game. Never leave stunned chryssalids/calcinites/lobstermen/ethereals unattended behind your lines.

@yrizoud: I believe that option is already available in OpenXCom Extended. If you hit a tile with an unconscious unit, it will get damage. It may even be that hitting a tile with items will damage them too, I can't remember.
Title: Re: Add Execution Advanced Option
Post by: Yankes on August 12, 2015, 11:21:09 pm
@yrizoud: I believe that option is already available in OpenXCom Extended. If you hit a tile with an unconscious unit, it will get damage. It may even be that hitting a tile with items will damage them too, I can't remember.
Only units can be hit on ground. Items can be hit only by explosions.
Title: Re: Add Execution Advanced Option
Post by: kikimoristan on August 13, 2015, 06:00:59 am
easy execution

prime grenade  to say 2 turns

drop it on the ground on top of the stunned body

you're good to go leave lobsterman stunned body behind

aka EZ
Title: Re: Add Execution Advanced Option
Post by: Surrealistik on August 13, 2015, 06:39:54 am
Not that ez because you have to relocate all the loot (or I have to carry the alien's fat ass away). Again, it's stupidly microintensive and time consuming; there's no reason I shouldn't be able to just straight up merc an unconscious alien.
Title: Re: Add Execution Advanced Option
Post by: moriarty on August 14, 2015, 03:51:19 pm
(I really wonder how many times you'd have to stomp on a lobsterman to actually kill him...)
Title: Re: Add Execution Advanced Option
Post by: SIMON BAILIE on August 14, 2015, 04:15:51 pm
Are you wearing very heavy boots?
Title: Re: Add Execution Advanced Option
Post by: DrkPaladin on August 16, 2015, 03:10:26 am
Maybe a mod that would allow us to 'prime' unconscious aliens, and then throw them across the map so that they can explode in a dramatic (but pointless) explosion.  Have it do damage based on the throwing soldier's strength and do extra damage to terrain :)

Oh, or maybe a 'kill' command for the attack dog that does damage to the tile it is standing on.

Ooh, or maybe a mod for a weapon that can be loaded with unconscious or dead aliens and then catapulted across the map.

Oooh, it doesn't even need to be a weapon, it could just be a giant wood chipper, meat grinder, or furnace that one of your soldiers carries on their back and gets loaded.  Then they get the option to 'turn the crank'.... which doesn't do anything except make some satisfying noise and get rid of whats inside.

Sorry, I've been playing alot of Piratez, so this is what came to mind.
Title: Re: Add Execution Advanced Option
Post by: Surrealistik on August 16, 2015, 09:54:07 pm
I'd really just like to be able to shoot them in the damn head. (https://youtu.be/-7O7sBg-iJc?t=106)
Title: Re: Add Execution Advanced Option
Post by: Meridian on December 28, 2015, 05:11:30 pm
i actually knocked this up a few years ago...

I like the "break neck" option proposed by Warboy on the previous page.

Small question: what do you think how much TUs should that cost?
a/ 50%
b/ 75%
c/ 25%
d/ 10 TU
e/ 20 TU
f/ other ?
Title: Re: Add Execution Advanced Option
Post by: ivandogovich on December 28, 2015, 06:25:41 pm
a: 50%.  Shouldn't be free, and should include a check by the soldier just to be sure.
Title: Re: Add Execution Advanced Option
Post by: Dioxine on December 29, 2015, 11:49:08 am
What if the enemy doesn't have any neck? :) Or if it's obvious that your soldier can't do squat with his bare hands? It's actually not that easy to murder a human with your bare hands, less so say, a Muton :) (japanese wartime documents support that view - they concluded that it's terribly inefficient and prisoners should be killed with knives instead).

Also, OXCE already allows shooting at unconscious enemies.
Title: Re: Add Execution Advanced Option
Post by: Meridian on December 29, 2015, 12:19:07 pm
What if the enemy doesn't have any neck? :) Or if it's obvious that your soldier can't do squat with his bare hands? It's actually not that easy to murder a human with your bare hands, less so say, a Muton :) (japanese wartime documents support that view - they concluded that it's terribly inefficient and prisoners should be killed with knives instead).

Also, OXCE already allows shooting at unconscious enemies.

I expected this :)

What about I check first, if you have a weapon with STR_DAMAGE_MELEE damage type in the second hand (first hand is holding the alien) and only then allow execution ("Cut Throat" instead of "Break Neck", with fixed TU cost = 10)... I think OXCE doesn't allow killing enemies this way... and shooting at them is... well, awkward/unpractical in OXC. And you cannot choose who to shoot at if there are multiple on the same tile.

And yes, not everyone has a neck/throat... I could make a ruleset property for this... default being "yes". I just don't like to make such changes, so first iteration would be without it.
Title: Re: Add Execution Advanced Option
Post by: Dioxine on December 29, 2015, 01:05:33 pm
Hmmm... so maybe just a 'coup de grace' option to attack a unit you're standing on?

Summary: needs a melee weapon (gun with melee is a no-no w/o changing the UI, as its' 5 use options already barely fit the screen), uses that melee weapon's stats, but always hits and always inflicts max damage, at double TU cost? Might be the best compromise between simplicity and realism. Could be used to spam stun damage, though, this is somewhat a downside.

Option to hit people with bare hands should also appear at some point... :)
Title: Re: Add Execution Advanced Option
Post by: Meridian on December 29, 2015, 01:59:51 pm
Hmmm... so maybe just a 'coup de grace' option to attack a unit you're standing on?

Summary: needs a melee weapon (gun with melee is a no-no w/o changing the UI, as its' 5 use options already barely fit the screen), uses that melee weapon's stats, but always hits and always inflicts max damage, at double TU cost? Might be the best compromise between simplicity and realism. Could be used to spam stun damage, though, this is somewhat a downside.

Option to hit people with bare hands should also appear at some point... :)

That's problematic, because you can stand on 10 units at once.

The idea (as illustrated) was that you have to select a specific unit (by picking it up from the ground to one hand) and then the action would be triggered by clicking on the alien, not on the weapon. Also, no problem with UI because currently you have only one action on aliens (Throw), so two will still fit nicely.
Title: Re: Add Execution Advanced Option
Post by: Dioxine on December 29, 2015, 02:23:18 pm
Yeah that makes sense. And eliminates the need to double the TU cost on attack, too, since you'll be using up TUs to pick the enemy up anyway.
Title: Re: Add Execution Advanced Option
Post by: Solarius Scorch on December 31, 2015, 11:38:30 am
"Decapitate"? :)
Title: Re: Add Execution Advanced Option
Post by: Meridian on December 31, 2015, 12:04:50 pm
"Decapitate"? :)

Nah, that takes a lot more time... and is also politically and socially sensitive right now.
Cutting the throat (of an unconscious being) should take only a fraction of time (we've all seen Die Hard 2, right?) ... but I think I won't do a fixed TU cost... if possible I'll try to use the TU cost of a melee weapon you have in your other hand.

EDIT: and it will be an insta-kill, not just damage
Title: Re: Add Execution Advanced Option
Post by: Dioxine on December 31, 2015, 12:59:14 pm
EDIT: and it will be an insta-kill, not just damage

Inb4 someone cuts Lobsterman's throat with a baseball bat :P Also cutting throat is basically a half-assed beheading, if you want to be PCorrect :)
Title: Re: Add Execution Advanced Option
Post by: Meridian on December 31, 2015, 01:10:48 pm
Inb4 someone cuts Lobsterman's throat with a baseball bat :P Also cutting throat is basically a half-assed beheading, if you want to be PCorrect :)

Not possible with baseball bat, it must be STR_DAMAGE_MELEE (in piratez "Cutting" I think) weapon.
Title: Re: Add Execution Advanced Option
Post by: Dioxine on December 31, 2015, 02:30:23 pm
Well, how does cutting throat with a Thermal Lance sound, then? :) I'd prefer a less physiological name, anyway (coup-de-grace, as I said earlier).
Title: Re: Add Execution Advanced Option
Post by: Meridian on January 01, 2016, 08:11:45 pm
Well, how does cutting throat with a Thermal Lance sound, then? :) I'd prefer a less physiological name, anyway (coup-de-grace, as I said earlier).

OK, you win...

Technical name: STR_CUT_THROAT
Translation: Coup de grâce

Mechanics:
1. Take live unconscious unit (enemy/neutral/friend) into one hand
2. Take a melee weapon with melee attack (e.g. a blade) into the other hand
3. Click on the unit
4. Select Coup de grâce
  - accuracy 999% is just for fun... indicating you cannot miss
  - time units are actual TUs from the melee weapon... which will be also used
  - if the weapon requires stamina or other cost, it will also be used up as normal
5. The unit will be executed instantly (you cannot miss and you always kill)
6. A message will appear informing you about the fact
  - technical name: STR_TARGET_WAS_EXECUTED
  - Translation: Target was executed!

See attached screenshots.

EDIT: ranged weapons with melee add-ons don't work (e.g. Bayoneted Rifle)... it has to be a genuine blade... finally those worthless daggers have some use ;-)
Title: Re: Add Execution Advanced Option
Post by: KiethSomataw99 on January 09, 2016, 02:12:44 am
OK, you win...

Technical name: STR_CUT_THROAT
Translation: Coup de grâce

Mechanics:
1. Take live unconscious unit (enemy/neutral/friend) into one hand
2. Take a melee weapon with melee attack (e.g. a blade) into the other hand
3. Click on the unit
4. Select Coup de grâce
  - accuracy 999% is just for fun... indicating you cannot miss
  - time units are actual TUs from the melee weapon... which will be also used
  - if the weapon requires stamina or other cost, it will also be used up as normal
5. The unit will be executed instantly (you cannot miss and you always kill)
6. A message will appear informing you about the fact
  - technical name: STR_TARGET_WAS_EXECUTED
  - Translation: Target was executed!

See attached screenshots.

EDIT: ranged weapons with melee add-ons don't work (e.g. Bayoneted Rifle)... it has to be a genuine blade... finally those worthless daggers have some use ;-)

Maybe when it goes Target was executed, you hear the death scream of the target.
Title: Re: Add Execution Advanced Option
Post by: Meridian on January 09, 2016, 02:18:10 am
Maybe when it goes Target was executed, you hear the death scream of the target.

They are unconscious, how could they scream?
Title: Re: Add Execution Advanced Option
Post by: ivandogovich on January 09, 2016, 08:13:32 pm
They are unconscious, how could they scream?

A neck crack sound maybe?  Or even just the knife hit sound. :)  Just brainstorming.  I haven't tried the feature, and don't know if it gives auditory feedback, but it makes senses and could be rewarding to the player. ;)
Title: Re: Add Execution Advanced Option
Post by: Meridian on January 09, 2016, 10:56:31 pm
A neck crack sound maybe?  Or even just the knife hit sound. :)  Just brainstorming.  I haven't tried the feature, and don't know if it gives auditory feedback, but it makes senses and could be rewarding to the player. ;)

It doesn't give any feedback, I will see what I can do...
Title: Re: Add Execution Advanced Option
Post by: Dioxine on January 10, 2016, 04:35:06 pm
Simply use the meleehitsound of the weapon used? I agree with Ivan that some audio or visual feedback would be in order.
Title: Re: Add Execution Advanced Option
Post by: Meridian on January 11, 2016, 09:47:53 pm
Simply use the meleehitsound of the weapon used?

done
Title: Re: Add Execution Advanced Option
Post by: KiethSomataw99 on January 14, 2016, 06:41:50 am
They are unconscious, how could they scream?

Well in standard version, soldiers make a death scream when they bleed out either unconscious or standing. Figured that the target will make its death scream when executed as if it bled out unconscious.
Title: Re: Add Execution Advanced Option
Post by: Eddie on February 01, 2016, 10:45:13 pm
Could we also have something like handcuffs? Apply to a stunned enemy to keep them from getting up, without killing them. Same mechanics as execution, hold alien in one hand and item in the other.

Of course, handcuffs wouldn't work with lobstermen, so somthing else like cryo clamps would be needed. You need to research Alien Cryogenics to get these, but handcuffs would still work for weaker aliens. With these items, a new gameplay mechanic could be introduced where stun damage on aliens decreases more rapidly. So, you stun an alien, then you have three rounds to cuff it before it gets back up.
Title: Re: [REMOVED] [DONE] [Suggestion] Add Execution Advanced Option
Post by: Meridian on September 30, 2018, 11:17:00 am
This feature has become too incompatible (on code level) with other features.
Also, players mostly used it as a cheat.

I've decided to remove it (already a long ago), but today it happened.

If someone wants to maintain it on their branch, here's the commit to revert: https://github.com/MeridianOXC/OpenXcom/commit/a936d1c7205cd11dd7c937516b3b9d4580bd0772
Title: Re: [REMOVED] [DONE] [Suggestion] Add Execution Advanced Option
Post by: wolfreal on September 30, 2018, 06:51:08 pm
A question. Why "used as cheat"?

To say the truth, I seldom use it, but it is a fun option. On the other hand, it can be sad to get rid of an option, but it is understandable that if the options is getting in the way of compatibility and maintainability, it should go....

There is a plan of re-implement in the future? Even the long long future?
Title: Re: [REMOVED] [DONE] [Suggestion] Add Execution Advanced Option
Post by: Meridian on September 30, 2018, 08:22:46 pm
A question. Why "used as cheat"?

It was implemented as insta-kill, no questions asked.
So people used it also to kill enemies, which are not killable any other way (for example XCF ghosts).

Still, it had to go mostly for compatibility reasons...