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Topics - Savior20061

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Open Feedback / Question about Ironman
« on: July 02, 2016, 04:39:54 am »
This has probably been answered elsewhere on the forum, but Cydonia. Are you basically screwed completely if you fail the mission? What about saving? Can you save normally?

2
Suggestions / Gauss cannon buff
« on: November 07, 2015, 05:57:27 am »

In both my first and second playthroughs of Terror from the Deep, I equipped some Mantas with dual gauss cannons to see how they would do against an assortment of small and medium subs to see their performance. I knew they certainly wouldn't be better than sonic oscillators, nor should they be.

But holy crap.

I don't see how it was possible that someone could make a weapon that was worse than the extremely short range laser cannons from the first game, Jesus Cthulu on a rolling donut.

Let's count the features.

1. fifty rounds instead of 200.
2. The firing rate is appallingly bad for a "cannon type" weapon. It seems like there's a two-second gap between shots.
3. You have to manufacture ammo whereas the laser cannons recharge on their own.
4. Damage and range and accuracy are about the same, which makes the gauss much slower to kill because of its very slow firing rate.

I think it needs maybe not a damage buff, but an accuracy and range buff. I can't help but think that the gauss cannons should really utterly replace your tier-1 craft weapons, same as the gauss (should) do for your gas tech weapons.

3
Suggestions / Alien Medics
« on: September 26, 2015, 05:37:49 am »
This suggestion I have is less serious and more throwaway. In UFO Defense, Sectoids and Floaters had medics. In TFTD I think only Aquatoids had medics. They were kind of an irrelevant class, and would only serve to discover aliens you hadn't seen yet...which was probably helpful the first few times you played the game but worthless once you became a seasoned vet.

I was thinking, maybe the medics should get an alien med kit. When an alien is wounded, whether on the ground or standing, the medic would make a conscious effort to run over and heal the poor guy.

4
I suck at computers, so I'd prefer to not have to move the files around and risk the mod not working. I have no friggin' clue how I got it to work in the first place.

Because I suck....

5
Suggestions / Colony Missions and Terror Missions in TFTD
« on: September 22, 2015, 06:58:06 am »
One of the more significant complaints that I would make against TFTD (after complaining about Gauss weapons) are the overly large maps.

On a general mission, capturing a USO, it isn't too bad. Really. Especially once you get Displacers.

But Alien Colony Missions are much, much too large. For starters, on the first stage, you land in three different areas of what is the same map layout. You've got the tower in the center with the MC asses and tentaculates and the secondary tower in the upper-right that has windows the aliens can shoot out off.

The second stage is where the crap just gets silly. You have THREE floors of the alien base, and all of these floors are as big as a general map in the game. Elevators, nooks, hallways, intersections all work to make each floor (again very large ones at that) a massive pain to go through.

There are dozens of aliens on this stage, but actually most of the base is literally empty space. In Vanilla, the the lobster douche commanders will be next to the control device, but otherwise the lobsterman stick to the edges of the map rather than the center, at least on the second floor. Tenta's will be buttholes and hide in nooks.

Granted, there's a way to deal with it effectively. Meridian's Rush, which involves running in with grenades, blowing up the control device, and running back out. Displacers are even more effective and made destroying colonies more of the "once or twice a month" thing that destroying bases where in UFO Defense.

But I just can't help but feel that the size of colony missions is unnecessary. Maybe mod them so that you only have to deal with one floor? And it would be random as to whether it would be the 1st floor type, the 2nd floor type, or the 3rd floor type.

Another idea is that maybe terror missions should be completely eliminated. It just seems like the game should be all underwater, all the time.  One thing that TFTD does well is the underwater environments, especially the alien colonies, and artifact sites. The rarer terrain types--like shipwreck, underwater lab, and Atlantis--are all cool and nicer to look at than a lame island or port.

I was thinking, we could have artefact sites with more varied alien set ups. Not just Tasoths and Aquatoids with tentas and jellyfish, but the whole gambit. I think all land terror units should be able to show up in the water. Including Triscenes (which that one document said were supposed to be "rays" as in stingrays I guess).

Lemme know what you think.

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