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Messages - TrickyTriscene

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1
Open Feedback / Re: Targeting 2x2 aliens with explosions
« on: December 21, 2021, 02:00:41 pm »
Are the 2x2 aliens not 2x2x1?
And hitting the floor around shouldn't give xp.
I'm pretty sure there was just one alien, not more.

2
Open Feedback / Targeting 2x2 aliens with explosions
« on: December 20, 2021, 08:57:53 pm »
I know it's very useful because you deal about 4x damage and get 4x xp, I thought.
But it seems I get about 8x xp, like the Ctrl H window confirms.
Why do I hit more than four things?
I play OXCE 7.0 .

3
Suggestions / Re: A base defense system
« on: November 14, 2021, 02:20:35 pm »
This is a classic example why vanilla shouldn't be sacred. Some tweaking can make it a deeper game. Same with the research tree.

4
Suggestions / Re: hit angle and armor side
« on: October 08, 2021, 01:17:03 pm »
So if you're straight under a Xarq or Tent you can hit their soft spot, the under armor. I don't know if an alien dropping on you is lethal or not.
And if the ratio x and y is sharper than 2, so angles sharper than 27 deg, the shot will meet the pure side (like the front). Other angles will give a 50/50 roll between the two concerning sides.
But I see >, not >= so you need 1 extra square above the 2:1 to make it sharp enough for 132/142.

5
Suggestions / hit angle and armor side
« on: October 05, 2021, 02:58:58 pm »
Maybe someone knows more about this, I don't know the mechanics.

But some naut was hit at 20 degrees or so and I expected front armor to kick in and save me. At 132/142 you should have no danger from blasta rifles. The naut was killed.

What about, if you hit an enemy and it retaliates, you should always enjoy front armor. Because during the shot you are not on 45 degree clicks but facing the alien straight.
And we need the angular rules explained somewhere.

6
If you shorten that long line "sell items/sack personnel" to "sell/sack", you can put base icons there like in base information screen.
If clicking those doesn't reset your filters, you can quickly overview the stock of items everywhere.

7
Suggestions / A base defense system
« on: August 08, 2021, 03:44:43 pm »
At the moment it is all or nothing, you need 2x4 PWT or it is pointless.
Some new principles I had in mind:
- If you have no defenses at all you are punished, invading ships will first fire some missiles, damaging some facils. If you have some defenses (more needed as time progresses, aliens get more aggressive), they will be in a hurry and not shoot before fight.
- Defenses damage like dogfight weapons and use their ammo too, but alien ships only need to be damaged for 50% before they flee or go down.
- Torpedo def uses Ajax or Dup torpedos. So two types of torp defenses.
- Gauss def uses no ammo (I elimed gauss cann ammo from the game) and Sonics use 1 Zrb per shot (like my modded Sonic oscs).
- Similar defenses (Beam or Torpedo) can be upgraded to one another in just a few days. So it makes sense to make Torp defs first.
- Bomb shield doesn't double firepower. It helps intercept missiles (60% intercepts).
- Damaging the invading ship kills aliens; for this to be more fun, you have to see a log. Therefore if a trans resolver covers the base site, you get to see what was killed (the aliens radio it back to base don't they).
- You get to prearrange your aquanauts exactly by pressing some button in base screen. It looks like the defense mission but without aliens. You must either have defenses or have the invader on radar to get your men on their positions, or they will be scattered.
- If aliens fail twice approaching your base they stop sending single ships. After a long time planning they will send a group of three, two bombard missions trying to damage your turrets and then the invader. If this fails to reach you, they leave the base alone, most of the time.
- Bombards should damage things like defenses, Bomb shield, Sonar and Resolver, MC generator, Alien containment (losing some captives), sub pen (losing sub ammo). So not the living quarters losing the men or stores losing your items.

Defenses should be faster to build, like Ajax 16, Dup 18, PWT 20, Gauss 20 and Sonic 24. PWT should be cheaper because it's less powerful. (and not that different from other torps). Like 500k.
An upgrade could be 4 days, and not full price of new type.

PWTs have an EMP effect, I was thinking of translating that into a spell effect. 40% per PWT chance for the effect Slow and 20% Disable missiles.
Each defense type has its number of shots per invasion, like PWT 1, Dup 2, Ajax 3, Gauss and Sonic 4.
The effect of the slow spell is that you get extra shots on all other weaps except PWT: one on torps and 2 on beams.
Obviously, you should combine things, not just have PWTs nor have no PWTs at all.
Gauss should have better stats than its ship counterpart or its too weak compared to Sonic. (After all it's easier to hit base to ship than ship to ship.)

If they flee you could chase them and shoot down with little because they are already close to 50% hp.
It could be diffy level dependent how much damage they take before they flee. But also game month dependent, aliens get frustrated with time.
If you down a ship with your defenses, you shouldn't get loot right away, you should just get a crash site close to base, that you can raid.

If aliens shoot if you don't shoot, you can't just choose "let them in". That option would be replaced by "shoot 50% fire rate".
If aliens also attack with lesser ships than Dreadnought, or attack in groups with different missions (bombard/invade), we might need options which weapon types to fire per attacking sub. Like use only the ammo-free Gauss defs on smaller attackers.

8
Suggestions / Re: MC (tftd)
« on: July 07, 2021, 04:53:15 pm »
I mused on the deep mc and it's very powerful but a bit nasty to get those 3 penalties when slaves die.
Another design would be, you have to keep em in view, but not necessarily by the master, he can stay home and spend his tu on alien tu.
I can think of 3 options; you have to respot deep mc slaves in your turn by:
- any aquanaut
- an aquanaut with 20+ mc skill and an mc disruptor
- any aquanaut or deep mc slave
You don't need to have em in view before you move, you can walk toward them and control is restored when you see them.
The aquanaut doesn't have to do anything with that mc disruptor, seeing is enough. (under option 2)
Under option 3, you can have a chain of aliens going deeply into their area, while all your aqs are safe in your own sub.

9
Suggestions / patrol automation
« on: April 25, 2021, 07:18:37 pm »
In some long missions you have to check area's from cover again and again.
The game could help a bit.
You should be able to enter, for some aquanauts, where they are supposed to end their turn (behind cover) and that they should have used at least X tu each turn.
Then before you end turn, you invoke the check and the game checks the nauts you flagged, so you're sure they all did their routine and are safe behind cover.
This check should also tell the number of slaves (if not already somewhere else) so you can confirm that too.

Besides there could be some patrol automation. If a naut has to check and return every turn, there should be a record and play back macro func. All macs play after one keystroke, and if an alien is spotted it stops. If a naut is not on the right square, he is skipped. There could be a skip notify. If the first move is a strafe he should face right or he is skipped.

We should be able to designate motion guards during battle, nauts holding a PD sensor who will auto scan during the macro. If nothing found, or just civs or nauts, they will confirm so (1 conf for all scanners together) and the scanner pic of those that find alien will show one by one, with the naut's name.

10
Suggestions / Re: some simple TFTD ideas
« on: February 16, 2021, 02:28:04 pm »
I play OXCE now so I removed the ideas that are in it already.
Also changed a few things and there are 60+ items now.

11
Suggestions / Re: Manufacture queueing
« on: November 04, 2020, 06:20:43 pm »
Then make it optional.
It's an interesting discussion: how close to vanilla should it stay.
I'd say you can change all kind of things in the controls, esp in OXCE.
Just don't add new monsters, leave the sounds the same and the tech report screens (the picture).

12
Suggestions / Manufacture queueing
« on: November 02, 2020, 02:27:39 pm »
If you queue in manufacture now, workspace is claimed for those projects. So you end up queueing in your head. Also you have to set the number of techs, but why not always max.
In the list of items you can make, you should be able to multliselect, then like in the sell screen you select numbers to produce. Number of techs always max.
Each item has a priority number, and things of equal prio start simult, and things of lower don't claim space yet.
Either the simult projs get equal numbers of techs, or heavier projects get prop more. I'd say the second.
And there could be a quickprofit key, it starts the most lucrative item and makes unlim and puts it on autosell.

13
Suggestions / Faster Zrbite and sub ammo manager
« on: October 30, 2020, 03:58:20 pm »
Some new hotkey on Geoscape that opens an overview how much Zrbite and sub ammo you have on all 8 bases.
You can then use this screen to easily order transfers:
Right click Zrbite, and enter a number with numpad and enter, and game will make sure all bases with less than that number will get transferred to from rich bases.
You can also left click base number (source), then another (destination), then item to transfer, then enter number with numpad and enter. The tranfer cost need not be confirmed, it shows somewhere.
I have modded my Sonic Ox to have range 30 km or you don't need sub ammo of course. Still useful for the zrbite.

14
Suggestions / Aquanaut Personal Equipment
« on: October 27, 2020, 04:01:42 pm »
The game already stores personal equipment, but it could be improved.
Firstly, an aquanaut should take his personal equipment directly from the stores, and what you put on the sub equipment list, is just extra, that's what's on the floor on tile 1.
This way you can switch crew without updating equipment list. (so you don't take too much extra either. In 2 part missions it can blow up. I think you should be able to leave some of the surface loot in the sub)
Of course it would be convenient to have 4 profiles, as you have 4 alien types, and clicking a profile gives all aqs the right weapons.
Under the button Aquanauts should be an equip button, if you use this it is auto saved. Changes made prebattle are no longer auto saved. There should be a button however to force it.
If there is a weapon shortage, then no changes should save to your personal equipment. A permanent warning marker should be somewhere, also one in the intercept window.
If you transfer the aquanaut, his PE should follow him.

15
Suggestions / MC (tftd)
« on: October 23, 2020, 04:44:54 pm »
We spend so much time reslaving our aliens, it gets tedious on long search missions. What about some more exciting system.
You get 5 options when using MC disruptor: Deep MC, Sentry MC, Quick MC, Scare and Deepscare. Difficulty adders in the formula (was 30 and 10): 50-40-30-10-20 respectively.
- Deep MC: The good news, it persists automatically, and you can send an alien deep into the fray without tailing. It's the only MC type where you see through the alien's eyes and can let it scout for you. The alien is yours until you release it (0 tu) and then it fights you the next alien turn right away.
It has some catches:
- TU spent by alien are spent by master as well, if the master runs out of tu the alien stops moving.
- master can't do hand-actions anymore like inv stuff or more MC attacks, until release. He can still walk away.
- The alien resists, its MC str increases by a number bound to race-rank and such, per turn, and if it reaches your roll, it breaks out. You get to know the # of turns you have it.
- If it dies under your control, you have some troubles:
1. The master loses all tu, current or next turn depending on react fire death or alien turn death.
2. the master takes 10-20 freeze damage.
3. The MC disrupt takes damage, it has 3 lives, this damage persists through missions, thus this costs you about 60-70k. The roll bonus (normally 0-58?) takes a hit with damage to 0-45 and 0-32.

- Sentry MC: persists too. the alien doesn't resist, this is good to keep em in submission till end of fight, while they also guard a passage for you. No damage to MC disruptor or master either if they die.
You don't see through their eyes, but they react fire for you. You can't access alien's inv or move it, you can only turn them around.
Master has the no hand-actions restrict until release.

- Quick MC: Doesn't persist. In alien turn, they are free and are not shot at by friends. You don't see through their eyes but master doesn't spend TU to move them and stays free, could MC more than one alien. You could disarm them with this and it also suppresses their react fire. It doesn't let you slave an alien because they are free in their turn.

- Scare: other name for Jam Implant.

- Deepscare: like deep mc, it persists, a dot for alien morale. It breaks when morale hits 0. The master can't do hand-actions until release. The morale loss is (110-bravery)*(master's unspent tu% for current turn). It kicks in at start of alien turn.

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