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Messages - MadMelvin

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Open Feedback / Re: *gasp* It's so beautiful!
« on: July 29, 2013, 03:09:09 pm »
Yes! It's the little things. I always wanted to bring 50 grenades on a mission. I always wanted to use more than two smoke bombs. I always hated broken proximity mines. OpenXCom is PERFECT and it's not even done yet. :o

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Suggestions / Re: Avoiding night terror missions
« on: July 26, 2013, 08:54:39 pm »
Fair enough. I suppose it's easy enough to ignore if you don't want to take advantage. Does it replicate the mechanic from the original, where it only checks on the hour? Or does the site have to be constantly targeted?

3
Suggestions / Re: map suggestion - rural towns?
« on: July 26, 2013, 04:10:28 pm »
How about a new terrain type, "suburbs". It could be a grayish texture around the major cities...

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Suggestions / Re: Avoiding night terror missions
« on: July 26, 2013, 04:06:23 pm »
Ah, if it was causing crashes it might be best left alone. It just always seemed like kind of a cheap exploit to me... but I guess if the point is to replicate the original XCom, it makes sense enough...  ;)

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Suggestions / Avoiding night terror missions
« on: July 26, 2013, 04:58:56 am »
Does OpenXCom keep terror missions active as long as there's a craft targeting the site? I tested a couple of times and I was always able to keep the missions active until daylight, by targeting them with a distant interceptor while the 'ranger waited. I think there ought to be a strict time limit. Give enough time for a skyranger to travel from the other side of the world, with maybe only an hour or two to spare.

6
Work In Progress / Re: OpenXcom - War
« on: July 25, 2013, 04:37:43 pm »
My modest suggestion: you should be able to extract a small amount of Elerium from all those Heavy Plasma clips you end up with. I usually never bother with researching the lesser Plasma weapons, because I know the aliens will abandon them later. This would make it a little bit less painful to manufacture ammo for these weapons.

However, part of the game is that Elerium is supposed to be rare. To avoid unbalancing the resource system, it should be an expensive, inconvenient process, only to be undertaken when absolutely necessary. If it's implemented properly, commanders will consider it a Very Bad Idea in most circumstances. I played around with the ruleset a bit and came up with this:

- Only Heavy Plasma clips will contain enough Elerium to get anything worthwhile. It takes 3 units to make a clip, but you'll only get 1 out.
- After researching the clip, you have to research the extraction process separately.
- It's expensive enough that you can't make Elerium for profit.
- It should take a large amount of workshop space. Like, more than it takes to build a ship. The idea here is that this is a super-dangerous process, so everybody has to clear out of the workshop with the exception of maybe five or ten guys. If someone wanted to tackle the coding, it would be cool if there was a small chance for it to blow up, destroy your workshop, and kill a few engineers.

7
alien base "farming" could be severely hindered by this

IMO that's a good thing... that always kinda bordered on being an exploit.

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Suggestions / Re: Extract elerium from plasma clips?
« on: July 23, 2013, 06:38:34 pm »
Was it this: https://github.com/SupSuper/OpenXcom/pull/341? Did anything ever come of it?

EDIT: That guy was suggesting there be actual code changes to allow the extraction of more than one elerium per clip. I don't think that's really the way to go. To avoid unbalancing the resource system, it should be an expensive, inconvenient process, only to be undertaken when absolutely necessary. It should be considered a "bad idea" in most circumstances. I played around with the ruleset a bit and came up with this:

- Only Heavy Plasma clips will contain enough elerium to get anything worthwhile. It takes 3 units to make a clip, but you'll only get 1 out.
- After researching the clip, you have to research the extraction process separately.
- It's expensive enough that you can't make elerium for profit.
- It should take a large amount of workshop space. Like, more than it takes to build a ship. The idea here is that this is a super-dangerous process, so everybody has to clear out of the workshop with the exception of maybe five or ten guys. If someone wanted to tackle the coding, it would be cool if there was a small chance for it to blow up, destroy your workshop, and kill a few engineers.

9
Suggestions / Extract elerium from plasma clips?
« on: July 23, 2013, 04:15:11 pm »
I've always thought it would be nice if you could direct your engineers to extract elerium from all those plasma clips you end up with. I never end up researching the smaller plasma weapons, because I know the ammo will become scarce. It might make the Plasma Rifle and Plasma Pistol more useful if you could build their ammo from spare Heavy Plasma clips.

It's easy enough to implement in the ruleset; I'm just trying to figure out the best way to do it without unbalancing the game. My thoughts:
- It should cost more $$ to extract 1 unit of elerium, than you can get by selling said unit on the market
- You can't get very much per clip; maybe it should take multiple clips to extract one elerium?

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Open Feedback / Re: *gasp* It's so beautiful!
« on: July 21, 2013, 04:00:46 pm »
Joining the chorus of thanks here. In my memory, XCom was always this really great *concept* that never really worked out quite right. In 20 years nobody was ever able to fix it, or copy its feel. Nobody could make it perfect.

I can't really put into words how much I love this old game, now that it's finally done. I've donated a few bucks so far but you deserve a whole lot more.

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