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Work In Progress / Re: [TC][OXCE+] Terminator: Tech-Comm - updated to version 0.27
« on: March 06, 2018, 02:29:56 am »
I've had a quick look over the UFOpaedia articles. They are in weird categories... I assume this is in preparation for how things will be categorised in the future? Apart from that, little to report. A very few typos but I'll no bother you with those the now. Will get stuck into the new update properly soon.
Base is looking nice in base view and efrenespartano's base sprites are also livening things up from the word go.
Yes. I don't see why I wouldn't realistically throw a craft out into the fray again if it was serviceable. I take it there's no way to halt a launch if a craft is below a certain amount of damage? E.g. can't launch after 75% damage. I just think with the feel of the scenario that most aircraft fielded by the resistance would be buckets of junk anyway. Yet we will definitely not allow a bucket of junk to be airbourne if its damaged? Even if we are under attack? I hear you on the time compression but I for one would be a bit antsy about sending up seriously damaged craft against HKs and therefore would wind the clock on anyway if I thought too much damage had been sustained. In other words, letting the payer decide whether to take the risk or not. Just my thoughts, though, it's your mod The new pace might well change my mind anyway!
Base is looking nice in base view and efrenespartano's base sprites are also livening things up from the word go.
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It looks that the result you're after would be to allow for a bigger mission rate to craft, by allowing damaged craft to be simply refueled and rearmed before being launched again. Which I already considered before, but here damage helps with having a reason to speed the Geoscape, otherwise fights could last for days (they already can, if crafts take no damage during engagements).
Yes. I don't see why I wouldn't realistically throw a craft out into the fray again if it was serviceable. I take it there's no way to halt a launch if a craft is below a certain amount of damage? E.g. can't launch after 75% damage. I just think with the feel of the scenario that most aircraft fielded by the resistance would be buckets of junk anyway. Yet we will definitely not allow a bucket of junk to be airbourne if its damaged? Even if we are under attack? I hear you on the time compression but I for one would be a bit antsy about sending up seriously damaged craft against HKs and therefore would wind the clock on anyway if I thought too much damage had been sustained. In other words, letting the payer decide whether to take the risk or not. Just my thoughts, though, it's your mod The new pace might well change my mind anyway!