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Open Feedback / Does OpenXcom simulate the randomness of craft reload speed in the vanilla OG?
« on: October 09, 2015, 03:10:34 am »
In the vanilla OG, reload time had a 50% spread, with the average time being significantly faster than the values found in craftweapons.rul
The values in craftweapons.rul are the worst case times. The average times in vanilla OG were 75% of these values.
UFO craft seem to be breaking off before I can shoot them down more often than I remember, which led me to investigate the issue, so I'm just wondering how OpenXCom handles this aspect. I kinda like it the way it is, because being unlucky and not shooting a UFO down early enough for the alloys forces me to change my initial early-game strategy somewhat, which is probably a good thing (for me, the player, not the xcom soldiers), but it devalues the standard cannon because it's unable to fulfill its purpose. Still curious.
The values in craftweapons.rul are the worst case times. The average times in vanilla OG were 75% of these values.
UFO craft seem to be breaking off before I can shoot them down more often than I remember, which led me to investigate the issue, so I'm just wondering how OpenXCom handles this aspect. I kinda like it the way it is, because being unlucky and not shooting a UFO down early enough for the alloys forces me to change my initial early-game strategy somewhat, which is probably a good thing (for me, the player, not the xcom soldiers), but it devalues the standard cannon because it's unable to fulfill its purpose. Still curious.