Excellent! However, can you make it also do an interrupt check from a successful ground mission at the UFO landing site?
I can.
Give me a good reason.
Very often it is unprofitable to storm the shot down UFO. It happens that have to wait when the UFO landed, despite the possibility of destroying it.
Yes, that's a well known fact.
It is always unprofitable to shoot down UFOs... it's always better for the player if they land.
What does that have to do with mission interruption?
Why would I want to interrupt a mission that's good for me... gives me money, resources, experience, etc. and all without a hassle of shooting UFO down. Plus it gives more than when shot down.
I just gave the obvious reason. :) You're absolutely right.
Why would I want to interrupt a mission that's good for me... gives me money, resources, experience, etc. and all without a hassle of shooting UFO down. Plus it gives more than when shot down.We're talking options for the modder, not forcing things on the player. If the modder sets 100% interrupt before the big ships come, you lose out on them whether you shoot the scouts down or take them on the ground. But if the modder only sets 100% interrupt on the last big ship, you don't lose anything by interrupting the mission by taking the last craft out.
Why should a player feel like they can't take the big ship on the ground just because it'll force mission completion? Does it make sense that the mission only fails if they wait for it to take off and shoot it down again?
My plan for using this feature is to add a scout wave after big final UFOs, timed such that you have some time to shoot down the last big one or take it on the ground, but you can't wait until the end of its flight. For example, the infiltration battleship comes in and lands for a few hours. If you don't take it out before or shortly after it lands, it succeeds in the mission.
Understood.More understandable? I didn't think so. I assumed destroying the UFO in ANY way would trigger the interruptPercetage, and I had to read it very carefully to realize that isn't what happens.
So... isn't it much easier and more understandable for both modder and the player to not let the infiltration battleship land at all?
(same as it is today)
Sigh, I just hope you don't start stopping alien research, harvest, abductions, etc.
That would be a real shame...
I will add the feature in the next version.
Just land at the craft, shoot out the power sources and collect the elerium. Collect any weapons/corpses/live aliens you're interested in, and leave. If it's the right kind of mission, you can wait for it to land and do this again. Finally shoot it down and hit up the crash site.
I never heard about anyone doing this... and if anyone is doing that, they are... mentally ill.I know what feature you could implement: if too much damage is dealt to UFO or it crew during mission even if aborted ufo despawn (without any bonus points).
I am not doing any features with such people and such practices in mind, and I never will.
I never heard about anyone doing this... and if anyone is doing that, they are... mentally ill.
I am not doing any features with such people and such practices in mind, and I never will.