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Messages - ClaytonCross

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The UI currently allows players to reserve for Kneel, however it does not change the green arrows to show where it will stop you now. The reason I really want that is because I usually stop one square before so I can also turn for reaction fire. (a reserve for reaction turns would be nice, but I know it would be hard to fit another button and harder to show as a picture)

-Bug moved to bug tracker-

One last thing that scared the crap out of me but should be and easy fix. Could the button to quit be changed from "Abandon Game" to "Quit" and/or to "Save and Quit" for Iron man mode? I forgot that was how it was worded when I played in the 80s and after setting the save features to "Ironman" I was a little terrified that I would loss 4 hours of game play because I could not save before testing the "Abandon Game" button to see if would delete my game, lol.

---New suggestion added:
For sound options it seems like the button select noise is much louder than every thing else. It would be awesome if I could reduce the volume just for that noise.

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I like this idea just because I would like to change the color of rifle rounds from pink to gray, so I don't think this necessarily  has anything to do with adding or moding weapons. It could just mean changing projectile appearances easily. I would also consider changing lasers to purple as violet is a stronger wave length of light and could conceptually make better weapons. Not sure why red is so common but if you have ever used a green laser pointer instead of a red one you can see that it is a significantly less fussy on that side of the light spectrum, but I am just weird that way.

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Suggestions / Re: Battelscape level multiplayer
« on: June 10, 2013, 07:37:39 am »
Regardless of whether it gets implemented or not, if it is a later update or something the work on now. I am happy Warboy1982 just said its possible. Maybe he seemed to indicate it as not likely but i like that there is some hope.

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Suggestions / Re: Spawning -Grenade Types
« on: June 06, 2013, 03:11:13 am »
Wait, so this means snakemen could be set to spawn eggs every turn as there UFOpedia entry indicates? Then maybe hatch little unarmed snakemen with low health and only a melee attack after maybe 10 turns? That is interesting.

I like the idea of the aliens having a stun drone for "abduction missions" however I don't really like the idea of the alien turret or of the humans having the ability to get ether. I think the remotes would be better as Drones like the new game than turrets and to me turrets sound more.... deadly since they don't scout they would be primarily gun in placements that would be point less unless they were equal to or stronger then the weapons the alien deploying is using. It makes since that Xcom soldiers would not be able to take control of enemy drones but a turret will operate for who ever has the control. Also stun, drones would make live alien capture too easy for humans and I think it would take away from the game.

I would like maybe fusion grenades for a higher yield weapon so you do more destruction but have a greater chance of killing your guys too and maybe an EMP grenade that reduces TU for human tanks to 0, flight suites and floaters turn off and fall to the ground for a turn and maybe causes laser and plasma weapons to not fire for a turn. That could make starting weapons more useful since they are mechanical however you have to weight that with the lose of firepower and added weight. So instead of just having a heavy plasma you might also carry a standard pistil in case you get EMPed, but that could work for ether race and it would cause them to need to hid for a turn. But in small areas you would all lose good weapons and melee aliens would still have some possible strength end game.

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Suggestions / Re: Research tree improvements
« on: June 06, 2013, 02:39:24 am »
Very nice!  ;D that is the biggest one for sure all though I do like the pistol, rifle, heavy requirement idea too, just to stretch it out a little more.

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Suggestions / Re: Research tree improvements
« on: May 28, 2013, 02:04:10 am »
2 points of not on this in X-com:EU you do not have to research lasers at all you can skip strait to plasma just like the original. You do have to get plasma via live capture however only for 3 the pistol, light plasma, and plasma rifle. Studying Plasma rifle unlocks research for Heavy plasma, alloy cannon, plasma sniper research. So the requirement for lasers first and the order pistol, rifle, heavy is a big jump in the requirement even over X-com:EU. However that is not to say I oppose this in fact I would like to take if further and say you have to study lasers in the same pistol, rifle, heavy order. It would also be cool to require the destruction of 1 plasma based weapon in order to start laser research as a point of beam weapon concept building. So...

Capture plasma weapon
Study Beam Weapons (destroying 1 plasma weapon of any type, possible selection?)
Laser pistol
Laser rifle
*Laser Cannon (Ship weapon)
*Laser defense (Base structure)
Heavy Laser
Stun Bomb lancher
Live alien capture
Plasma Pistol
Plasma rifle
*Plasma Cannon (Ship Weapon)
*Plasma defense (Base structure)
Heavy plasma
Blaster Launcher (not big deal to make the plasma weapons a prerequisite because there is time to do so before you ever see one) As far as I know in X-com:Eu you just have to complete a battleship mission and study the fusion core, plasma researched or not.

* You could make the ship weapons and defense buildings requirements to, because that forces enough time to make plasma rifles worth using instead of just pushing a head and researching heavy plasma. I would do laser the same for constancy however heavy laser would need a reduced weight to make it more use able in order for it to be an upgrade for laser rifle.  ...In my humble opinion.

Generally the idea is to stall heavy plasma until end game, because once you have it the game is pretty much over.

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Suggestions / Re: "Turkey peek" / Corner site / Shooting from cover
« on: May 24, 2013, 04:47:06 am »
@moriarty

I do agree that Xcom:EU is very different and that a trying to make them too similar is not the goal (For example I do don't the 360 view you mentioned). However that is not to say Xcom:EU does not have plenty upgrades and options worth stealing and I would have to agree with Jake Solomon that making cover more functional makes the game more tactical and in my mind more fun. That being said I do think if possible it would be better if you could turn the feature on and off. Leave it as off for default so that the game stays as true to the original as possible unless someone wants to mix it up. I also see that giving this to the player makes the game easier and that giving it to the aliens makes it much harder and that would not really scale with difficulty but I really like the idea of aliens jumping out and shooting people and then disappearing. That was something the shackled AIs, 360 view, shorter alien firing range, and removal alien impunity to light restrictions took away that I really miss about the original. As Sharp said being shot by aliens in blind spots and next to door ways when you walk strait in is much part of the original and I would very much like to keep that this would only make cover useful and perhaps add to that.

@Sharp

Thanks that was a great link for this topic, it really point out 1 the usefulness of it and 2 that to some degree the aliens can already to this. I also like the links break down of aliens ignoring day/night and having a 20 tile line of site where humans have 20 at day and 9 at night so its not like we are not used to being shot by aliens we can't see. Thanks again for your post.

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Suggestions / Re: "Turkey peek" / Corner site / Shooting from cover
« on: May 23, 2013, 02:41:22 am »
I believe you can already manually turkey peak in this game using strafing. Simply have a solider go up to corner, have him turn to the right direction, then use ctrl left click to have him move one square over and then move back when he's done.

This will not prevent enemy reaction fire however.

I actually did not know about the ctrl strafe, which is interesting and maybe useful in implementing my idea, however the being able to see around the corner and "shoot from cover" with out triggering reaction fire is the point. Perhaps a turkey button could be added to ctrl strafe out (with out triggering reaction fire), you can then shoot only but not move and if you move any other soldier or end the turn the unit will automatically ctrl strafe back or you can hit the button again when your done.  ... even if it cost TU it would not bother me, in fact that could add another strategic consideration "do I leave enough time units to turkey peek or do I risk that there is guy right around the corner who could kill me next turn?" It could even cost alot of points so that you can only turkey peek and snap shot in the same turn, to reflect the hiding behind cover and the make you decide between the use of cover for defense or foreword assault and the use of auto shot. I like that because it makes snap shot more important to the game.

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Suggestions / Re: "Turkey peek" / Corner site / Shooting from cover
« on: May 22, 2013, 08:15:10 am »
So I am bumping my thread this one and only time because I added clarification under the guess no one commented (good or bad) because I can't explain myself well enough for anyone to get what I am saying across.   I will say no more unless someone asks a question.  :-X

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Suggestions / "Turkey peek" / Corner site / Shooting from cover
« on: May 15, 2013, 07:25:42 am »
"Turkey peek" / Corner site / Shooting from cover is another X-com:EU upgrade that I would like added as an OPTION.

To clarify, In X-com: UFO defense if your standing at the corner of a building you can only see at a 45 degree angle (diagonally) meaning that you have to step out of cover into a direct path to see an alien 2 squares away. In X-com:EU if you are at a corner you can see anyone in a strait line  as if you are standing in the line beside the building, and you can still shoot at any alien in that line from cover. Which allows you to use the cover of corners and assault more tactically. In the real world there is a name for this, its called a "turkey peek" and they actually teach this in the military. You peek out with your rifle long enough to see and maybe shoot then pull back into cover so you don't get shot in the head.

Now I am aware that in the game this raises two issues, which is why I think it has to be an option you can turn on and off. First, is a lot of people will say walking around the corner into an alien 2 squares away and getting blown away by auto shot is part of X-com and they are not wrong. It does add to the fear factor that whole leap of "oh crap here I go!" lol. But for the same reasons JS removed added the view to allow turkey peek at corners I want it as well, in that it adds more command control and makes the game a little less about luck and a little more about tactics. Secondly, when you make the player capable of finding enemies like this it will make the game easier, which is in opposition to why some of use love x-com... unless the aliens can do it too. If it is possible for aliens to do it as well they will also be harder to kill, but if they can't I would like to level the playing field reducing the number of soldiers I use. This will make my games faster and also more tactical .... sound familiar? lol. Don't get me wrong I want to play the original X-com in its original state some times, but it would be a nice option once in a while or for one play through.


---UPDATE / Correction:

I just played X-com:EU and realized they don't actually turkey peek. When you click fire they step out into the open around the corner one square then switch to shoot cam and fire, after shooting they then step back behind the corner. This "free"/automated move allows for easier line of site and shooting mechanic without them having to create varied cinema screens for the shot cam.   ... It would also be easier to duplicate in the original version.... if anyone understands what I am talking about, lol.

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Suggestions / Path option Update
« on: May 15, 2013, 06:57:56 am »
So one of the Options I like is a reflection of X-com:EU upgrades, the left click to high light travel path click again to move character. It is optional which is always good, even though I see no reason not to use it it adds to control but in no way hurts game play. Meaning you have less "oh crap! that is not where I TOLD YOU TO GO!!!AAAAGH !!!" Moments. To me that just improves the game and if you don't like it ... don't use it.

I do have a "complaint"/suggestion, It shows your path in green and shows your spaces red if they are beyond your movement range, however there is no change for reserved shots. This really hurts its usefulness. So I suggest one of 2 changes.

1. Have the tiles marked for distance based on your current reserve shot suggestion

2. maybe even better,  mark the path green for aimed shot, green with small red strips for rapid shot, and green with large red strips for snap shot. So you can actually play with out setting reserve most of the time, you just know how far you can go until it will not be an option. Same idea , just better execution... and harder to program I am sure.

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