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Messages - TomasRiker

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1
XPiratez / Re: Let's play X-PirateZ
« on: October 29, 2015, 04:43:54 am »
You will need a more pirate-y nickname, this mod deserves it.

Would you accept "Jolly Rikerrr" (an allusion to "Jolly Roger" and with the pirate-y "rrr" pronounciation)? If so, requesting to be added to the waiting list! :)

2
I thought OP rather refers to how the pellets are applied one by one

Yes, that was my point exactly.

Basically, all the pellets hit the target at the same time, or within a tiny time window in the order of milliseconds or less. Yet, the pellets afflict damage one by one, allowing the target to die or fall unconscious between the hits.

This is unrealistic, of course. But the same would apply to auto shots. Real-world weapons fire bullets at a very high rate. It's impossible to fall to the ground after being hit by the first bullet and before being hit by the second.

By the way: Sorry for posting into the wrong forum. Can somebody move the thread to "Open Feedback" or "Suggestions"?

3
First of all, I didn't report a bug, since I don't know if it's really a bug.

I noticed that shotgun-like weapons often seem to render their victims unconscious rather than killing them.

My theory is the following: Each time one of the many bullets hits a target, damage is calculated and applied to the target. When the target's health falls below some threshold, but is still not zero, the target unit becomes unconscious, and no further bullets have a chance to hit and afflict more damage.

If that's really how it's implemented, then I suggest "collecting" the damage and applying it only after all the bullets have disappeared (or it is certain that no more bullets will hit).

4
XPiratez / Re: Let's play X-PirateZ
« on: September 20, 2015, 07:40:25 pm »
Timur Saitov and me want to join, too! :) Looking forward to it.

5
Suggestions / Re: Selective fire during air combat
« on: March 21, 2015, 03:46:19 pm »
Oh, cool. :)
I have never seen anyone use it in Let's Plays.

6
Suggestions / Selective fire during air combat
« on: March 21, 2015, 03:14:42 pm »
Hi everyone,

I think it would be really useful to be able to select which weapons are to be used during air combat.

For example, imagine I have an interceptor with a Fusion Ball Launcher and a Plasma Beam. Now, when intercepting a small/medium UFO, I wouldn't want to waste precious Fusion Balls on it, but rather use the Plasma Beam.

Also, I might have Avalanches and a Cannon, and want to use the Cannon to down a very small UFO instead of destroying it completely.

Implementing this should be pretty easy. GUI-wise I would suggest that clicking on a weapon's icon switches it between "Enabled" and "Disabled" state.

What do you think? Or is there already a mod that does this?

7
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: January 25, 2015, 09:23:52 pm »
Can't wait to see it!
Just like you, I have no idea what the Final Modpack holds in stores for us.
Good luck! I hope I'm part of your squad.

8
Playthroughs / Re: Let's play OpenXcom (Final Mod Pack)
« on: January 03, 2015, 06:37:10 pm »
I'm so looking forward to this Let's Play!
Meridian, please add my friend "Saitov" as a soldier as well as myself.

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