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Messages - Camalex97

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31
Work In Progress / Re: [WIP] HECU armor
« on: May 01, 2014, 01:45:08 pm »
Try Aseprite, its much easier to use than MS-Paint: https://www.aseprite.org/  :D

thanks! this will make it much easier

32
Offtopic / Re: How many soldiers do you prefer to have? Bases?
« on: April 28, 2014, 06:40:07 pm »
When I make bases I setup 5 normal bases then 1 for research and manufacturing (usually in Hawaii) then 2 as storage and a barracks, I ended up having over 1k soldiers in my first play through (they were armed with random weapons from the storage but there were so many of them they could stop mutons no problem) then, my second play through, I had 5 soldiers to guard the storage base and they would just huddle up in the barracks room behind a bed for cover and shoot aliens with laser rifles (they were the highest ranking of that play through needless to say)

33
Suggestions / base terror missions
« on: April 28, 2014, 06:20:50 pm »
Maybe we could have terror missions where we go and defend government bases (looks like x-com bases aesthetically using the same basic blocks except for hangars so once you enter in an elevator, there is no way out unless you have jetpacks or beat the level)  and there are security guards with pistols and rifles (work like civilians as in not under your control and their guns are cheaper than yours so they sell for less and maybe even have an alternate skin?) and maybe 1/2 HWP's and you have to make sure that they don't destroy some sort of control center (mission doesn't fail if you kill all aliens just a large subtraction from score/rating)  anyone think this would be interesting? (needs fine tuning though probably)

34
Work In Progress / Re: Harder Research
« on: April 28, 2014, 03:52:27 pm »
can you imagine trying to interrogate a ethereal while keeping it from mind-wiping you? Just close your eyes and imagine the increased cost is due to everything having to take longer since the ethereal is pumped full of narcotics to keep it sleepy and dulled.

maybe just keep shocking/tasing it? they are a psychic enemy and if you used a neurological weapon like a Taser against it that would keep if under control right? it would be quite easy in theory, position its body to where It is being held up by its limbs then, attach a ECT machine to its spine (or whatever is connected to the brain/still functional) then it could either be in too much pain or too weak neurologically to retaliate. (unless I am completely wrong about their anatomy of course)

35
Work In Progress / Re: [Request] Corridor for human base
« on: April 28, 2014, 03:39:37 pm »
Well, if adjacent facilities are destroyed, hangars and stores will be destroyed as well. :)

maybe you just have pay for damages and wait for them to be repaired?  could work nicely

36
Work In Progress / Re: Maximum blastRadius?
« on: April 28, 2014, 03:38:19 pm »
wow... what would that do if It was placed somewhere like an alien base or the center of a harvester ufo (or whatever the hexagon one is) would be cool if you uploaded it

37
Work In Progress / Re: Scripted Scenarios? Tutorial?
« on: April 25, 2014, 10:39:38 pm »
Pretty much.  :)

Civ1 and MoO1 have a similar system.

However, those games (like SS1) have a bit of a problem of overloading the gamer with
a lot of new information, when they should contextualize such "information bubbles"
when you actually need some explanation of the UI\Game-play mechanics.

I think avoid telling the player what tactics they should use and what not to use is also
important.

It shouldn't be a strategy guide, just a How-To-Play.

seriously though, this nearly gave me a heart attack when i saw it

38
Work In Progress / Re: Scripted Scenarios? Tutorial?
« on: April 25, 2014, 08:00:01 pm »
so kinda like how most people were scared of system shock 1 when the first thing they was was 20 bubbles describing the HUD?

39
Work In Progress / [WIP] HECU armor
« on: April 25, 2014, 02:51:37 pm »
you ever wanted to play one of the HECU marines from half life in x-com? no? yes? well here's your chance! ya its still got a lot of work to do, but if anyone has suggestions on how to vary colors for pixel art like this so alot of it isn't the same boring color, it would be appreciated.  it was done in ms-paint so i'll get rid of the ugly white background later in paint.net or something with the correct pallette. it will (probably) be a reskin of warboy's combat armor.  also thinking of doing a complete half life themed total conversion for openx-com! (might just be a modpack also)

40
Offtopic / Re: X-com's tactical inferiority
« on: April 25, 2014, 02:34:50 pm »
But we already have this feature! The turrets are called Heavy Weapon Platforms and even have threads to move on. :) X-Com is a lightning reaction force, which wouldn't make use of immobile weapon turrets, but they do have mobile ones.

i mean like to secure the area around your ship when your team is outside if it or if you want to keep the e vac point in an alien base  safe also although it would mostly be used for base defense.  (also about them being a lightning reaction force, i kinda like to go slow and just move slowly down hallways to minimize casualties and maximize profit amount of useless plasma weapons i get)

41
Work In Progress / Re: [Request] Corridor for human base
« on: April 24, 2014, 10:13:55 pm »
yeah, almost, only I don't think of a complete box, just a simple wall-with-window. that kind of wall should exist already, so it would take next to no effort. the alien base has those windows in the outer wall of the command room complex. just put those into the corridor :)

ya, i think i get what your saying.  btw a empty room with 4 pillboxes sounds like a great idea come to think of it (2 high, takes up as much empty space as possible with the entrances to the pillboxes being near each corner of the room?)

42
Offtopic / Re: X-com's tactical inferiority
« on: April 24, 2014, 10:10:22 pm »
- One turret in a hangar,

- Two turrets around the main lift,

- One turret per corridor section.

This should be balanced. :)

(Of course, all turrets are relatively easy to destroy, as they can't run and work automatically.)

maybe  have one turret above each of the rooms with doors in the hangar?  also maybe have them do different things? like maybe one in the hangar spams fire from an auto cannon esque weapons or another one shoots explosive rounds/ small rockets then the ones in the hallways shoot bullets/lasers.  also maybe we could have ones you could take out on missions with you? maybe they could be like corpses but you can pack them and revive them or something? would be invaluable for terror missions and guarding an LZ and chokepoints in alien bases (and save tons of time looking for aliens quite possibly)  if anyone wants to stick to a roleplay kind of thing they could make them moveable and just get them in position then trust themselves to not abuse that (i guess if they wanted anyways)

43
Offtopic / Re: X-com's tactical inferiority
« on: April 24, 2014, 09:08:32 pm »
Some defense turrets would be nice to see. On the other hand, the alien force would require a significant boost... ;)

maybe they could be like civilians in terror missions? but unable to move and stuck to overwatch spawning in places like hangars, elevators, and choke points?

44
Suggestions / Re: Armor modifiers
« on: April 24, 2014, 09:06:38 pm »
While separate inventories are not possible at the moment, most other options you mentioned (and some more) are viable. See the Piratez! total conversion mod as a good example.

nice! hope you can add seperate inventories later on aswell!

45
Suggestions / Armor modifiers
« on: April 24, 2014, 07:38:27 pm »
what if for armor there were 4 different sub types of it? a light version which could hold very little in terms of inventory but weighed less and allowed for soldiers to have more time units at the cost of protection, a medium version that had a balance between weight, time units, and inventory slots, a heavy one that has the same inventory as medium but higher tu cost for everything other than firing weapons or throwing things.  and then a fourth kind which has a the same tu cost as medium but less protection and more inventory space but also weighs less?  anyone think the idea of having a quartermaster kind of role for somebody as a good idea? (I'm pretty sure it would be hard, if not impossible to code something like this in since all inventory's are the same for all units but would be nice to see if that's somehow possible)

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