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Messages - mumble

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The X-Com Files / Re: Suggestion: Snubnose Pistols as Sport Gear?
« on: May 25, 2020, 06:43:01 am »
In regards to a larger caliber sneaking pistol, maybe something along the lines of the Double tap pistol? 2 rounds of 45, when you absolutely need a large(ish) caliber in a compact(ish) size. As for a water pistol, though its not my idea, -10 reactions -5 time total time units to emulate a "did you seriously just shoot me with a water pistol during a gunfight? are you high?" kinda reaction would be good. I was going to say a -5 to combat stats too, but that might be too much.

The X-Com Files / Re: Compact handcuffs
« on: May 25, 2020, 06:33:32 am »
Another idea is making it 2x1 instead of 1x2, since the vertical orientation naturally takes up more expensive suit "real estate" like the belt, QD, or backpack.

Alternatively, Perhaps a bundle of say, 3 zipties that are less efficient, cheap as dirt, but ineffective?

The X-Com Files / Re: Dossiers wanted!
« on: May 10, 2020, 04:41:47 am »
Saw an imbalance in dossiers, so I figured I'd expand for a few arcs.

NAME : Jeffery Gerking
Role: Proliferation
Affiliation: Cult of the apocalypse
Details: A relatively quiet and unassuming looking man, but calculating : hes used laced cigarettes and weed to drug people in regions where the cult operates, making an easy time of indoctrinating people. Doesn't even smoke, but ALWAYS has some for a mark.
Status: Interpol notified

Name: Hailey Duwitt
Role: Recruiter
Affiliation: Cult of the apocalypse
Details: A nihilistic woman, riddled with sociopath tenancies, and a military trained manipulator (dishonorable discharge). She finds desperate, crazy, but skilled people and brings them into the cult. Shes not exactly loyal, but finds chaos amusing.
Status: Interpol notified


Role: Info Management and Unpermitted Network Intel Termination Infrastructure.
Affiliation: Men In black
Details: Short of the name, we know its some kind of tool the MIB uses to hide information, integrated into most common tech. parts stop working, data corrupts, and circuits fry, almost anywhere MIB deems it should, it seems. how? we don't know.
Status: Building a network profile

Name: Derek Anderson
Role: Distribution and remote assassination
Affiliation : Men in black
Details: A CEO for "Harsh Fizz" malt liquor, commonly had by vagrants, it can use the formula for a sort of catalyst for remote control of those who drink it somehow. As a plus, its very easy to pass off a hit this way as "just another schizo drunk".
Status: Company Audit, Attempting to recreate effect.


Name: Ode to sirens
Role: Shipping vessel
Affiliation: Orison
Details: Seemingly not different than any other minor shipping vessel, but after looking into it, it was always nearby other ships that went under due to a storm, while it never sinks. Sunken ships always held something "restricted"
Status: GPS monitoring, Surveillance

OpenXcom Extended / Re: [Suggestion] More types of smoke
« on: April 07, 2019, 03:14:18 am »
You are missing the point. Everything you are asking, multiple "smoke" types, mechanics, motion detector showing smoke (doesn't make sense btw) and other things take time and effort.

Also smoke doesn't extinguish fire, smoke alters fire to be a smoke fire combo on the tile.

And the bit about composition doesn't make sense, certain gases would be very visibly different, but how multiple different types of gasses expanding into each other would be hard to write in a sensible way.

OpenXcom Extended / Re: [Suggestion] More types of smoke
« on: April 07, 2019, 12:54:40 am »
I'm no coder, but I can see multiple major issues here.

First, current setup is very, very simple. There's smoke and fire, fire makes smoke. So the only element combos are air, fire, and smoking fire.

Other things would provide many problems. Ie, what happens if rolling smoke hits rolling radiation? Does one overright the other? Do both exist simoltaniously? Does a mix interact differently? How is this expressed in the ui?

Proliferation is the real issue. Smoke and fire are incredibly easy, because its 2 total elements that work together. Throw fire in smoke, fire smoke, throw smoke on fire, fire smoke. Adding in only 3 extra elements, on a ui level alone, would be a problem. How would you clearly display 5 elements in 1 tile?

Beyond ui, proliferation of such things. Tracking life span of smoke  radiation, poison gas, ect, as they bump into, or possibly mix with each other.

I wouldn't call it impossible outright, since, at least the ui could be changed by flashing through multiple ui elements, but proliferation and tracking all the data might be an issue. Its also a cool idea, but more difficult than you might think.

OpenXcom Extended / Re: [Suggestion] Weapon range influenced by stats
« on: February 26, 2019, 03:23:43 pm »
I actually mentioned javalins if you read above, so yes. These """firearm""" realistically would fluctuate range dependent on ability, as throwing grenades or high exes do, but currently there's no script ability to do so that I'm aware of. Gets irritating because sometimes they perform far too well compared to what you'd expect, and other times you'd expect much better performance from a beefcake.

Its like bows from piratez, either they go further than you expect with a chump, or they don't go as far as you expect. I face this a lot with xpiratez javalins, wanting a figurative amazon to get maybe 5 or 6 more tiles in range, but being locked, even when throwing a high ex is the difference between a couple feet, and an entire screens width in distance.

I could also see this used for pistols in extremely good hands, expanding max range before things fall apart in terms of accuracy. And a way to divide performance between noobs and champions besides power bonus even more would be nice.

OpenXcom Extended / Re: [Suggestion] Weapon range influenced by stats
« on: February 26, 2019, 03:45:47 am »
Currently damage can be altered by stats, but range cannot. I think it'd fit extremely well for bows, knives, and some psi weapons. Currently balancing such things is wonky since it either feels too far, too short, or both. I'd adore if say, xpiratez javalins could be thrown a bit further in a combination of throwing and strength. Particularly if range falloff, and max range were independently changed.

OpenXcom Extended / [Suggestion] Weapon range influenced by stats
« on: February 25, 2019, 01:01:06 am »
Namely, this could be used for "thrown" weapons. Allowing strength or throwing to play into max range, instead of having a locked range which is either too high for weaklings, realistically speaking, or too low for big guys. You could also make guns more refined, adding additional range to snap or aimed shot based on aim before fall off.

OpenXcom Extended / Re: Unlock research topics that also require items
« on: February 23, 2019, 10:31:35 pm »
Kinda a null concern considering this already exists with crafting items to research, but then researching crafting items. The complexity already exists, but more complex than you think. This would actually SIMPLIFY many things.

OpenXcom Extended / Re: Unlock research topics that also require items
« on: February 23, 2019, 09:36:31 pm »
1). Idea is, researching how to better patch someone up requires a "learning dummy" (slave) booze (to properly incapacitate someone to practice cutting on) and medical supplies (to be wasted figuring out how they work best. That's actually the whole point, making research that's more resource intensive without the whole "is there some item I didn't craft somewhere" syndrome. It would streamline say, badges for bounty hunting in piratez, and allow more compact dealing with things. Technically we can do this now, but it has some downsides. 1,it requires crafting, which can end up easily lost, 2, it requires free crafting space, and 3,it makes researching said thing a 2 step process of craft and research. Its a bit wonky all around, I'm sure you can admit.

2. ui, a good question... I was thinking perhaps select research with requirements, could be a different color, and have a button inside the research labeled "required supplies", or if there's room, put em down. I figure tech tree viewer could display needed items too, and you could list items you are tech ready for, but lack supplies towards the bottom of the research list. ADMITABLY, ui is the biggest issue here, but I don't think its insurmountable. Even just a tag for like *r* on research, to show requirements, looking at tech tree viewer, and showing an error if attempting research without would work, I think.

3: depends on the mod. Xcf currently has no manufacturing for the first year. I realize you address xcf bellow, but it would also prevent losing core research items in a mess of manufacturing items. Currently a lot of care must be taken so these items are pointed out as "hey, research this dummy" so people don't end up stuck. It would make things less obtuse afterwards.

4: suppose I have nothing for this that isn't a rehash. Just feels like it could be a quality of life improvement for modders and players in some situations.

OpenXcom Extended / Re: Unlock research topics that also require items
« on: February 23, 2019, 11:34:44 am »
That does work, except 1, it clogs up manufacturing, and 2, this doesn't work if you lack manufacturing. (xcom files lacks manufacturing in first year) and its also much more wonky doing essentially a 2 step process for a singular thing.

OpenXcom Extended / Re: Unlock research topics that also require items
« on: February 23, 2019, 08:27:31 am »
Ill give it a shot for at least my idea. So basically my idea is enabling similar requirements research as buildings. Currently, med bays in piratez requires 10 medicine items to be created, in addition to funding. Research would be similar. Say you want to research creating the medbay. Perhaps you need medical supplies, alcohol, and a slave to medically experiment on. Thus requirements go from 1 item being researched, or tech tree position, to that tech item, and a bunch of requirements (medical supplies, alcohol, slave). These items wouldn't be researched, but would be a requirement, and possibly consumed by such research.

Always bothered me more research wasn't more resource intensive, I always thought researching Making a gun would at least require some metal for a prototype.

Other examples are making AA ammo consume guns on research (surely a few guns would break before you get it right) or using chemicals in piratez to deal with chemically involved research.

Could pad out research, or allow you to have earlier potential research that is also harder to get.

OpenXcom Extended / Re: Unlock research topics that also require items
« on: February 22, 2019, 03:29:36 am »
I thought he was suggesting research requiring additional resources to use. Ie, researching plasma requiring 20 elerium and 5 alien alloys.

OpenXcom Extended / Re: [Suggestion] soldierType item restriction
« on: February 19, 2019, 06:05:02 am »
I'd agree if there was a soft and hard lock out for items. Ie, you can restrict extremely fancy stuff to be a brick to off class, but marine weapons are just unwieldy in hands of non marines.

OpenXcom Extended / Re: [DONE] Time to clean up user options
« on: February 13, 2019, 03:21:01 am »
Just wanted to give a big thanks to making the change to wounded base defense. That makes it way more viable.  :)

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