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Messages - Arpia

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1
Suggestions / Re: Show TU Cost of Inventory Screen Actions
« on: August 12, 2015, 05:28:47 pm »
just incase you didn't know, a reload is a flat 15TUs to an empty weapon regardless of where the ammo is.
I know it's not a solution but... knowledge is power and all that

2
Open Feedback / Re: Beautify the TFTD globe?
« on: August 08, 2015, 02:55:28 am »
The entire thing needs beautifying >.< the sprites/paperdolls/weapons/items and colourscheme all look terrible and it makes my eyes sad :c
Edit: and the BGM and sound effects...

3
Even vanilla items can be made redundant by add-ons. For example I see you've included fire grenades : I've played with them recently, and I find the grenade form so handy that I find very little reason to use the 3 incendiary ammo of the vanilla weapons. In turns, this reduces the interest of those versatile weapons.

I dont think incendiary grenades make incendiary ammo's redundant... I think they were redundant to begin with. Inc ammo isn't very practical for doing damage on anything past sectoids and floaters. So a gun loaded with INC's is much less practical than a gun loaded with something else. INC grenades provide a handy dose of cleansing flame in a convenient package, without having to swap ammo or weapons.
The versatile weapons still have AP and HE ammo so I'd say they're still pretty versatile without the 3rd ammo type. But you could maybe offset the loss by adding in a stronger AP that can be researched? or pseudo plasma rounds? to keep multi-ammo weapons more relavent in the later game.
this is all just oppinion though.

4
Work In Progress / Re: [UNIT] Phaser Race - WIP
« on: March 15, 2015, 12:02:53 pm »
just a little thought I had.
Burning marks could actually make sense, since this is an invisible stalker. you can actually bend light using water and intense heat to create a mirage effect. it's not practical to make camo since the heat thing would like... yknow... scald the user alive.
But for an alien with acess to technology beyond our understanding, or a silacoid-like molten core, it could explain the heat and the stealth.

5
It can't hurt to have a definable sub resource. Make it so we can customise the name, see what the modders can do with it.

6
I would be interested to see if its still harder to hit using LoFtemp 078: since its single pixels spread apart, the aliens would see and target it from all angles, but would the bullet be able to pass through the target's tile and not hit anything? that'd be good for a phased out alien/armour (if it actually works...)

https://www.ufopaedia.org/index.php?title=File:Loftemps.png

7
Released Mods / Re: [HWP] Scout Drone
« on: September 05, 2014, 03:48:06 pm »
yeah thats what i've done, thanks though >.>

8
Released Mods / Re: [HWP] Scout Drone
« on: September 05, 2014, 03:25:24 pm »
This thing is SO OBNOXIOUS! I can't believe no one's complained about it. I gave it super reactions as a way to avoid alien reaction fire (aka psuedo stealth) but all it does is unload its popper at the first thing to cross its path -_-'
anyway... i'm gonna give the thing an update. fix that for one thing. stupid pop launcher... those rounds aren't free! thats tax payer's money you know?!

9
Open Feedback / Re: ZOMBIE TANKS
« on: September 05, 2014, 02:49:21 pm »
I dont think 1x1 units are treated as HWP's...
this means it can be zombified, is 'killed' instead of 'destroyed' and can be unconscious

10
Suggestions / Re: Mobile bases
« on: August 27, 2014, 01:50:33 am »
...Spacemarine thunderhawks instead of skyrangers and a roving battle barge for the base... plus those things are loaded with their own manufacturing and anything a planetside invasion force would need. someone please get on this o_o

11
to be honest it seems a lot less like a 'crash' and more like being 'forced to land'.
what happens when you knock something out the sky? it plummets headlong to the floor. It does not land neatly down as if it leisurely landed. it'd be cool if there was a crashed tileset for each ufo. I suppose you could also add in a hole somewhere in the hull to artificially simulate the killing blow from the interceptor.

12
Released Mods / Re: [OPTION] Less Psi-weak soldiers
« on: August 24, 2014, 04:04:10 pm »
^ agreed, it makes absolute sense.
The alien threat and it's affect on morale represents 'the alien horror'. The fear associated with facing off against something slightly intangible. you don't know the aliens, you can't understand their motives... because they're simply not human or of this world. Its on par with demons from hell pouring into your world. It's one thing to fight a man or a hunt an animal... it's another entirely to be attacked by something from beyond your understanding entirely.

stop thinking about it in terms of "I know what a sectoid is and what it can do" and start thinking of it in terms of how it must feel to come face to face with Gigers monster or Lovecraftien horrors

13
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 24, 2014, 02:42:11 am »
*sigh...* suchatease

14
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 24, 2014, 02:28:27 am »
...we seriously have a penetration flag now?!? ...really?? i so want this.

...no seriously, for real and legit? ._.

15
Released Mods / Re: [OPTION] Less Psi-weak soldiers
« on: August 23, 2014, 02:14:01 pm »
want improved soldiers??
...if you use them... the stats improve...

shh... it's a secret.

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