OpenXcom Forum

Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: NeoWorm on June 26, 2017, 08:03:19 am

Title: [DONE] [Feedback] Default assignment of soldiers/pilot when starting a new game
Post by: NeoWorm on June 26, 2017, 08:03:19 am
Another question about stuff I coudnt find anywhere. I want all interceptor crafts to need a pilot, so I added one crewman and one pilot to interceptor, disabled it's landing capabilities and added two bonus soldiers to starting setup of the base. Problem is I can't find a way to force the soldiers into the Interceptors, they all end up in the Skyranger. Is there a way to decide where the soldiers will end up? If no, can this be a request?

Also I think craft status shoudn't be "READY" when it is missing the pilot.
Title: Re: New game setup and pilots
Post by: Solarius Scorch on June 26, 2017, 06:38:06 pm
I second this post, especially this part:

Also I think craft status shoudn't be "READY" when it is missing the pilot.
Title: Re: New game setup and pilots
Post by: Meridian on June 26, 2017, 06:41:03 pm
Why? The craft *is* ready... just the pilot is not ready.  ;)
Title: Re: New game setup and pilots
Post by: Solarius Scorch on June 26, 2017, 07:13:46 pm
Why? The craft *is* ready... just the pilot is not ready.  ;)

But pilot and craft cannot fly separately, therefore they are one! :)
Title: Re: New game setup and pilots
Post by: drages on June 27, 2017, 04:02:15 pm
But pilot and craft cannot fly separately, therefore they are one! :)

We need pilots, who can fly without crafts.. it would be something cool.. :P
Title: Re: New game setup and pilots
Post by: Solarius Scorch on June 27, 2017, 07:03:43 pm
We need pilots, who can fly without crafts.. it would be something cool.. :P

Yes, it actually would. :P

(http://media.tumblr.com/74c72b84f96f7cecb74647b58baab61f/tumblr_inline_mptqaiO6vx1qz4rgp.png)
Title: Re: New game setup and pilots
Post by: karadoc on July 11, 2017, 11:41:13 am
[edit]
It occurs to me that the stuff that I posted wasn't directly relevant to what this thread is about. The topic of this thread, about having pilots assigned at the start of the new game, is an issue worth discussing; and none of the suggestions I posted would have helped with that. So rather than risking hijacking this thread, I'll move my post to a new thread.
Title: Re: New game setup and pilots
Post by: Meridian on August 08, 2017, 07:36:46 pm
Another question about stuff I coudnt find anywhere. I want all interceptor crafts to need a pilot, so I added one crewman and one pilot to interceptor, disabled it's landing capabilities and added two bonus soldiers to starting setup of the base. Problem is I can't find a way to force the soldiers into the Interceptors, they all end up in the Skyranger. Is there a way to decide where the soldiers will end up? If no, can this be a request?

Improved the algorithm for starting crew assignment (see attached picture).
Compatible with vanilla.

For example, the below settings, will generate the below assignments (see another attached picture).

Code: [Select]
crafts:
  - type: STR_SKYRANGER
    allowLanding: true
    soldiers: 4
    pilots: 3
  - type: STR_INTERCEPTOR
    allowLanding: false
    soldiers: 2
    pilots: 1
startingBase:
  randomSoldiers: 8
Title: Re: New game setup and pilots
Post by: Meridian on August 10, 2017, 11:39:37 am
Also I think craft status shoudn't be "READY" when it is missing the pilot.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_PILOT_MISSING: "PILOT MISSING"
Title: Re: New game setup and pilots
Post by: SteamXCOM on August 11, 2017, 06:41:05 am
What is the purpose of the pilots?
Do they gains skills , ie get better at KOing  UFO's as they go on  intercept missions?

Quote
Meridian==>Compatible with vanilla.

Does that mean the nightly users can assign pilots if code so entered
or the game does not care if that variable is added and it will not  complain or crash it?

thanks
Title: Re: New game setup and pilots
Post by: Meridian on August 11, 2017, 09:01:34 am
What is the purpose of the pilots?
Do they gains skills , ie get better at KOing  UFO's as they go on  intercept missions?

Yes.

Does that mean the nightly users can assign pilots if code so entered
or the game does not care if that variable is added and it will not  complain or crash it?

Vanilla just ignores the new ruleset for pilots.

By compatible I meant that the new algorithm produces the same result for vanilla as before the change (i.e. assigns all 8 starting soldiers to skyranger and none to interceptors).
Title: Re: New game setup and pilots
Post by: SteamXCOM on August 12, 2017, 02:32:24 am
thank you, Meridian, that clarifies it.
Title: Re: New game setup and pilots
Post by: davide on June 10, 2018, 10:57:57 am
The pilots could be soldiers with an additional attribute to be hired separately and cost more. They should not be able to wear heavy armor
Title: Re: New game setup and pilots
Post by: Ethereal on June 10, 2018, 05:57:43 pm
They should not wear armor at all. And it would be nice if they did not take part in the battle.

By the way, the charactoristics, to which the ships have a bonus, is not enough. It would be nice to add more bonus hit points, power and speed.
Title: Re: New game setup and pilots
Post by: ohartenstein23 on June 10, 2018, 06:23:49 pm
By the way, the charactoristics, to which the ships have a bonus, is not enough. It would be nice to add more bonus hit points, power and speed.

This is already possible for craft weapons/equipment, and I don't think it'd make sense for pilots to provide these kinds of bonuses.
Title: Re: New game setup and pilots
Post by: Stoddard on June 12, 2018, 07:55:38 pm
They should not wear armor at all. And it would be nice if they did not take part in the battle.

I think "character classes" should not be introduced.

By the way, the charactoristics, to which the ships have a bonus, is not enough. It would be nice to add more bonus hit points, power and speed.


I very much find the "bonus" hitpoints, power, etc and in general modifying hardware stats based on who's strapped in disgusting.

A machine is a machine, it's up to the pilot to squeeze every last bit of performance out of it.
If a pilot, based on their stats, is mortally afraid to or doesn't know how to push it to the limit - fine, make it so. Make actual stats less than the maximum stated on the craft description.


Otherwise it's eve online all over again where looking at a craft one never can be certain about what it's capable of. Why even have different crafts then?
Title: Re: New game setup and pilots
Post by: Ethereal on June 12, 2018, 10:58:20 pm
Well, the fact that a bad pilot can break even a very good plane is a fact. So the balance of bonus characteristics should be both negative and positive.

But what about statistics ... it does not exist. It would be good to introduce statistics for the pilots - what did they fly on, how many sorties, how many and what UFOs were shot down.