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Suggestions / Re: Sensor Mode for Proximity Grenade
« on: April 26, 2015, 03:40:08 pm »
Oh, this sounds like a really nice addition.
Well thought up!
Well thought up!
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The range of the decoder is the outermost circle when you're placing your initial base. It isn't much bigger than a Large Radar but the 100% chance more than makes up for it.Makes up for it?
unfortunately i can't inject a human brain into the AI. it will never be capable of creative thinking like that.What if we take a really, really stupid person who's not creative at all?
So leave it.Yet there are a ton of enhancements in the advanced options menu, amazing mod support and even changes (call them bug fixes if you must) to the vanilla gameplay.
OpenXcom doesn't want to please all your ideas. It meant to give non bugged and scalable REPLICA of the vanilla. Vanilla gameplay modifying "enhancements" are not really welcome.
Civilians can't control lines of fire. It's simply impossible. Why should they ease your life?Civilians do a damn good job at making terror sites unique and terrifying. You hearing some plasma fire off in the distance, followed by a blood-curling scream really adds to the atmosphere of the mission.
By the same theoram we need to have a command center in the base which will serve only one purpose: As a primary target for a base assault if it gets destroyed, but that will add another uneccesary hassle simmilar to the ones of the power facility (I already explained my position).Now, now, one hurdle at a time.
From one point of view yes, but then again it's not very elegant design. If the room is not in the game at all, it's fine, since it exists in the "sphere of abstraction", or the part of the world that is not shown at all; but if it's in the game, it should behave properly. It's a tactical game, not The Sims, and you should feel pressed into doing whatever the game allows you to do to make your job easier.Maybe we should push the devs to make the option that doesn't allow storage above your max space a standard feature of the game. (I think it does improve the game quite a bit.)
It's not that the player won't be able to resist, I just think that giving them this opportunity is simply wrong, as it hurts immersion.I'm not saying having some kind of penalty for not having the room would be a bad thing (something like having to fight base defense missions in hte dark would be cool), I'm just saying you shouldn't worry about cheaters. There will always be players out there who will take your design to unintended fringes. While you can't ignore them completely, I think it's silly to stress over them too much at the very early design stages.
But neither of these explanations are very persuasive, and moreover I don't understand why we need to be using alien tech from the beginning (which is really non-canon). Why can't we use a normal nuclear reactor? It's certainly good enough.Yeah, a normal nuclear reactor would probably do just fine. We could just use one of the corners (on both floors) to make it, and make it destructible as well, but only by direct hits from blaster bombs. And if possible, it should blow up spectacularly.
With crappy explanation you get crappy gameplay.No.
It never happened to me either, but it's there and needs to be taken into consideration. (It's a bit of a pain really.)I figured it out. The facilities where I do my fighting (stores and personell, mostly) are indestructible.
Yeah, I'm inclined towards the same solution. But I guess we would need some sort of a drawback for not having the facility on base, to avoid the cheat with somehow removing the building to make more space.Don't worry about cheaters. This is an optional mod. If they don't wanna deal with it, they can just turn the mod off. If they do want to deal with it they won't cheat (unless they are being
That would require two different buildings, before and after the discovery of UFO Power Source... Perhaps the latter would be cheaper to run? (Pity we can't have buildings consume items on building.)Nah, just claim that you are using an old power source from a pre-Xcom UFO scratch. It's been modified to output electricity only, and it does that in seemingly endless amounts, but they never figured out anything else about it, and the techs can't have it for disassembly since you need it for the power.