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Messages - mrxian

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31
Suggestions / Re: Yet Another Psi Restriction
« on: July 26, 2015, 12:35:28 pm »
A maxRange setting should be possible without the extended Version.

I really like the idea of limiting the range of psi, but can it apply to aliens as well?
Ideally, the higher rank the alien is, the more range their psi would get.

What would also work is put larger penalties on using long-range psi, so that you can't mind control from far away.

32
Suggestions / Re: New Psi abilities
« on: July 24, 2015, 09:30:00 pm »
How about...
Brain Fart. Targeted enemy loses intelligence and may forget about enemy locations.

33
Suggestions / Re: Weight limit on transports
« on: July 17, 2015, 05:36:18 pm »
I don't see it as an issue that the most advanced troop carriers the world has to offer can carry more gear than a squad can reasonably use.

34
Suggestions / Re: Give Chrysallids their weakness
« on: July 07, 2015, 11:52:08 pm »
Edit the language files.
So if I made a really nice edit of the language files, it would stand a chance of being adopted into the game, or would I have to make it a seperate mod?

35
Suggestions / Re: Give Chrysallids their weakness
« on: July 07, 2015, 10:11:41 am »
I believe the "bug" is in the UFOpaedia... there are several such mistakes in there, not only this one.

I believe the UFOpaedia articles were written quite early in the development, maybe even in the design process and were not properly updated after the game was ready.

I don't feel the need to update anything... but if you wish to update something, I'd recommend updating UFOpeadia article(s).
How would I go about doing that?

36
Suggestions / Re: Give Chrysallids their weakness
« on: July 02, 2015, 03:46:21 pm »
Seems to me like it's a pretty obvious bug that the ufopedia mentions one thing while the game plays like something else. So I would say it's fair to consider fixing/changing it.

37
Suggestions / Re: Mod idea. Surface to air "missiles"
« on: July 01, 2015, 09:46:23 am »
Yeah, I wasn't thinking about it being cheap or inexpensive.
(Though lorewise it could be relatively tech-cheap.)

What I would really like if it was a form of active missile defense. High speed and acceleration, but incredibly low range, so you could only launch it at battleships that are almost on top of your base. It would introduce a little skill to it.

Alternatively, it could just do serious damage to a battleship, so you'd need a few of them to actually down it.

Either way, it should do enough damage to destroy the battleship instead of just crash landing it.

38
Suggestions / Re: Mod idea. Surface to air "missiles"
« on: June 30, 2015, 05:54:13 pm »
OpenXCom Extended can do that. You could have a "launch module" which then lets go of the actual missile once it engages its target. I think some modern high yield missiles work like that too.

The main problem I see is storage. It's not something that should be spammable, but it's also not something that's really worth it if you can only have one per 2x2 hangar..
If that one missile takes out a battleship it's worth it.

39
Suggestions / Re: Mod idea. Surface to air "missiles"
« on: June 30, 2015, 02:00:00 pm »
If you can limit certain weapons to certain ships, you could make a relatively simple work-around by making a cheap interceptor with a one-shot expensive missile as a weapon.
If you give it a short range, it would be a nice active missile defense to use against incoming battleships.

40
Suggestions / Re: CROCODILE TANK
« on: June 15, 2015, 05:08:39 pm »
I think it would be a great idea to give tanks some kind of secondary weapon. Perhaps a melee chrushing attack for the heavier ground tanks would be appropriate too.

41
Open Feedback / Re: noob question
« on: May 24, 2015, 08:16:52 am »
You explained quite well, Ivan. The link didn't do any better!

42
Troubleshooting / Re: Suicidal commanders
« on: May 23, 2015, 02:30:17 am »
I didn't even know panicking units fired their blaster bombs.

43
Suggestions / Re: Flanking gameplay mechanic
« on: April 27, 2015, 11:55:30 pm »
I used to play a reaction-heavy game in original Xcom (back when it still set the difficulty to novice). I usually kept overlapping fields of fire with plenty of action points to spare, and for some reason it scared enemy melee units so much that they wouldn't approach very closely.
They'd head towards one of my soldiers, but before reaching it they'd be within four or five troopers' line of sight, all of whom ready to reaction fire, and they'd run away again. It was a little confusing.

44
Suggestions / Re: Captured Aliens still need food
« on: April 27, 2015, 12:49:42 am »
actually, any device that can liquefy stuff (doesn't need to be humans or animals, you know) and produce a sterile liquid with precisely defined contents would be well sought-after by pharmaceutical companies... either for direct use or for reverse-engineering. :P
Can't you do that with a blender and cooking the results?

45
Suggestions / Re: BattleDrop/Catapult mode
« on: April 26, 2015, 03:51:02 pm »
Man, parachuting into an active zone would make it so easy to be shot down.

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