aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - ReCurse

Pages: [1]
1
Suggestions / Damage types
« on: November 18, 2013, 03:29:11 am »
As it states in the ufopedia, some aliens are more vulnerable to damage certain damage types than others.
Why not make that real? A Snakeman for example won't mind an AP bullet making a small hole in its soft body, but explosive will rip him apart...
Chrysalids the other way around. Ethereals are probably burning good, because of their long robes ^^
Anyone got a good idea on how to make that not too complicated?
(especially since armor values apply differently to each damage type)

2
Suggestions / TU usage as absolute, not relative
« on: November 08, 2013, 09:15:37 pm »
So this is a long shot, i´m not sure about it myself, but maybe someone else has a better view on the implications...

What would be, if the TU consumption (e.g. for firing a weapon) weren't relative to the maximum TUs a unit has, but an absolute value.
It strikes me that even if a soldier has way more TUs than average, all he can do is walk further (Well and more inventory re-arrangement).
Why not fire more often or throw more stuff?
Of course there are a lot ways to interprete TUs in a round based game, but it makes sense that "has a lot of TUs" means just "is faster".
That should imo apply to everything, not just walking.

Balancing should not be a problem (in terms of possible, not saying it requires no work).
Now lets not even stop there, since there are other stats, that can be included... :)
Lets say a soldier with 50 in firing skills takes 40 TUs for an aimed shot with an autocannon.
A soldier with 75 on firing skills may just aim faster and just use 35 TUs, so it may be possible, if he´s got really good stats he can fire aimed twice.
(left aside that autoshot would probably be better in this case :P)
Same may go for about any other action.

So, how about it?

3
Suggestions / Alien sight range
« on: November 05, 2013, 09:55:05 pm »
As i´ve read, the alien sight range is constant. How about changing that, as per alien race and/or game difficulty?

4
Suggestions / Alien troop carrier
« on: November 05, 2013, 09:53:48 pm »
So the suggestion is a new UFO, plain on the inside, not strong in battle and kinda big. It needs to be big, since it carries a (metric) ****ton of alien soldiers around...
More than a battleship, thought about 35-45.
The idea behind that is to have even lategame a really hard tactical battle that needs all your skills, even with good equipment.
Needs to be lategame though, since before lasers you´d run out of ammo and before researching plasma you´d have no chance if it accidentally contains mutons... ^^
Could be used on alien terror missions well, since there you´d at least have a lot of possibilities to take cover.

Pages: [1]