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 - NuclearStudent

Pages: [1]
1
OpenXcom Extended / [Suggestion] ExecutionOdds scaling factor
« on: December 23, 2018, 11:50:15 pm »
I'd like to have a measure of control over the pacing of my own game, so I've editted all the executionOdds of the various missions down by a third, to reduce the total number of missions by about a third.

If possible, it would be enormously convenient if there were a way to automatically set a scale (ie. from 0.1 to 1) for all executionOdds at the beginning of a campaign.

Thank you for your consideration.

2
Open Feedback / How do percentage damage modifications work?
« on: May 30, 2015, 10:02:40 pm »
Question is title.

For example, Muton armor has a value of 28, and there is a 60% modifier to AP ballistic type damage. If an AP shot rolls 50 when it hits the armor, how much damage does the Muton actually take?

Would the calculation be (50damage-28armor) multiplied by 60%=13.2 damage?

Or would the calculation be (50damage multiplied by 60%)-28armor=2 damage?

I would guess the first calculation, but I don't really know.

3
Suggestions / Save loadouts specific to soldiers.
« on: May 23, 2015, 09:46:10 pm »
It would be cool if we could save specific loadouts for individual soldiers.

eg. My highest ranking troops all have distinct loadouts. "Rondo" is a forward lieutenant with a specific mixture of support grenades, medkits, and stun tools. "Clara" was a flying machine-gunner. "Aino" had a dart gun (Final Mod Pack), a motion scanner, proxy mines, and other indirect destruction and support items.

Micromanaging the equipment of individual soldiers takes a lot of time. Even with the inventory template feature, it takes a while to kit out all of the individual soldiers. I personally have to use pen and paper to keep track of all the different soldier roles and subroles- other people probably use detailed spreadsheets.

Instead it would be nice if we could have, say four loadout slots on the bottom of the soldier equip UI. Right clicking on a slot would set the current items of the soldier as the saved inventory of the slot. Left clicking would equip the soldier with those items. Middle mouse would allow the player to rename the slot.

In practice, it would work something like this-

You start off with a bunch of rookies and some veterans. You load one rookie with grenade-focused gear, and save that loadout as "Nade rookie." Then, you use the inventory template to copy that loadout to some other rookies. You make minor variations to account for the different strengths of all your soldiers, and keep saving your templates as "Nade rookie" for all the soldiers you want to be nade rookies.

Then, you load one rookie with gun-focused gear. You save that loadout as "gun rookie", and use the inventory template to copy that loadout out.

When you get to your veterans, this feature really becomes useful. You would be able to swap between a "Terror Mission" loadout or a "Ordinary Mission" loadout to a "Rookie Handholding" loadout. That way, you don't need to spend as much time throwing rocket launchers and stun rods on veterans every time you want to send untested rookies against enemy psions.

Pages: [1]