OpenXcom Forum
OpenXcom => Suggestions => Topic started by: FastForward on May 24, 2016, 05:07:57 pm
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I used to wait until turn 2 before open the Triton door in TFTD, but...
Not a problem with EU Skyranger or Avenger they have no doors, but submarines are supposed to be, I don't know, you must at least have the keys to enter.
Well, that's XCom baby.
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Tentaculats.
As an old Internet saying goes:
"The rape train has no breaks."
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(https://images-cdn.9gag.com/photo/av01bNW_700b.jpg)
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Target brainwaves detected.
Moving to target coordinates...
Target found.
Initiating mating mode.....
Mating mode engaged.
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Don't joke on my fallen soldiers! They die for your freedom!
Anyway, the suggestion was: don't let aliens open submarines doors.
At least not underwater, it don't make any sense.
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Anyway, the suggestion was: don't let aliens open submarines doors.
At least not underwater, it don't make any sense.
Eh, I disagree. They have advanced alien technology, they can figure out how to open a locked door.
More importantly, it'd be game breaking. You could just sit in the sub, open the door, shoot the alien, close the door (alien can't get you), open and shoot again, repeat process.
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Maybe if XCom can't open the door to the alien subs? ;)
Oh, and also alien subs can only be breached by the TftD Blaster Launcher equivalent, but starting XCom crafts can be breached by alien grenades/sonic cannons. And aliens know that XCom are in the sub, so they do target it with grenades to open it.
That'd be more realistic! Now enjoy T1 alien grenade spam ;D
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And aliens know that XCom are in the sub ...That'd be more realistic!
I actually think this part would be an AI improvement, although probably too far away from vanilla to actually do. If aliens spot the skyranger/triton, they know to go actually look inside. As is now, if they don't happen walk by the open door or see a soldier step out and back in, they won't go peek inside to see everyone you have hiding ... at least until turn 20 when they know where you are.
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Yes, knowing to check in the XCom craft should be basic behavior, but it wasn't in vanilla and won't be in OpenXCom I don't think. It would entirely change T1 tactics though, and make you properly fight to secure the landing zone.
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Yeah agreed. More a comment on what the original designers could have done rather than what OXC should do. I know OXC doesn't "100% exactly mimic original AI" (https://www.ufopaedia.org/index.php/Differences_to_X-COM_(OpenXcom)), but that'd be a big difference.
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"Ohh...can of human sardines just landed nearby! Yummy! Yummy!" Tentaculat moving sounds
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"Original flavor! Much tastier than the remixed!"
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Oh, and also alien subs can only be breached by the TftD Blaster Launcher equivalent, but starting XCom crafts can be breached by alien grenades/sonic cannons. And aliens know that XCom are in the sub, so they do target it with grenades to open it.
Yes! this would be great!
Make external USO doors (only the doors) breakable by standard high-explosive.
Also make Aliens target the Triton, with the same mechanics used for destroying X-Com facilities in base attacks (no idea how it work, coded in the maps?).
They can use grenades and blasters only from turn 3, according to difficulty.rul, so, after landing, you must deploy and take cover, quick quick quick.