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Topics - Slaughter

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The X-Com Files / North American X-15/Rocketplanes
« on: March 22, 2018, 05:24:59 am »
I think I already suggested this once before. The North American X-15 Rocketplane is a relatively old, yet very good little piece of technology. It has managed to reach speeds well in the range of Mach 6.72, reaching the speed of speed of 4,520 miles per hour (7,274 km/h; 2,021 m/s), tts speed record, in fact, has not been surpassed by any aircraft since. It also has flow as high as 80 miles, where its high enough to be considered space. In fact, the pilots who did that actually earned Astronaut wings!

Specs from wikipedia:


Other configurations include the Reaction Motors XLR11 equipped X-15, and the long version.

General characteristics

Crew: one
Length: 50 ft 9 in (15.45 m)
Wingspan: 22 ft 4 in (6.8 m)
Height: 13 ft 6 in (4.12 m)
Wing area: 200 ft2 (18.6 m2)
Empty weight: 14,600 lb (6,620 kg)
Loaded weight: 34,000 lb (15,420 kg)
Max. takeoff weight: 34,000 lb (15,420 kg)
Powerplant: 1 × Reaction Motors XLR99-RM-2 liquid propellant rocket engine, 70,400 lbf at 30 km (313 kN)

Maximum speed: 4,520 mph (7,274 km/h)
Range: 280 mi (450 km)
Service ceiling: 67 mi (108 km, 354,330 ft)
Rate of climb: 60,000 ft/min (18,288 m/min)
Wing loading: 170 lb/ft2 (829 kg/m2)
Thrust/weight: 2.07

Now imagine something like it, but built with late 90s technology.

Something like a Rocketplane seems like a nice "hack" or alternative before/during the Interceptor phase of the game. The Rocketplane would probably be a speed-focused alternative to the Interceptor. A rocketplane like the X-15 would probably be slower and have less range once deployed with weaponry, but still outspeed the Interceptor. The Interceptor has better range, and may be more resistant.

So, my balance suggestions:
- Faster than Interceptor (say, 2x-3x times faster)
- One weapon slot only?
- Less resistance?
- Lower range.

I'm thinking it would be kind of an predecessor to that cool Scramjet X-COM can use later (I don't remember its name).

Anyone getting such false positives? Got it from Panda Antivirus

The X-Com Files / Score Balance is off?
« on: January 16, 2017, 09:06:22 pm »
This is a bit of a premature thread, as I'm so far in the beginning of December 1997, althrough I'm playing Superhuman.

Alright, so the issue is - points are too easy to come by, while hard to lose.

Just a example - try shooting the same number of cultists/animals as you have of agents, and then get your agents rekt. You will be likely in the positive, because dead cultists/animals are worth more than what you lose from dead agents.

In vanilla, you also lose a LOT of points for losing the vehicle. The car and the van are pretty much valueless*, through - which does make sense, but still.

I think I only went into or near the negatives twice, in bad months. Briefly. Yet I quickly recovered. Pretty sure most of my scores were above a thousand, which is ok when one is sucessful but its a bit strange to get 1360 points in a month after failing not one but two cult investigations.

Its quite easy to go aboe 3k if you play a month well (and since the last patches you don't get as much money so balance kept!), which is ok but its quite hard to go negative.

Anyone else thinks the same?

*I bet X-COM just steal cars and vans, that one hour time sure looks suspicious to me.

The X-Com Files / Early gun balance
« on: January 14, 2017, 09:09:58 am »
Thread made to help Solarius with gun balance, althrough so far it seems good.

I'm going to use spoilers not to spoil people. I'm almost finishing November 1997 - more like Nightmare November.

Glock: The very definition of "pop gun". Makes one appreciate the starting pistol in X-COM. The main advantage is that this is your first "burst" gun - well its more of a double tap. Good for cultist killing at close range.

.45 Pistol: Didn't like it very much, don't remember making much or any killing with it. I think its the aim shot cap that kills it. Once I got the Magnum, I never looked back even through the .45 shoots faster.

Beretta: Good little gun. Hits reliably, shoots fasts, decent-ish power. The Magnum is the "Sniper Rifle" of pistols, the Beretta is more like a very precise assault rifle. I used to use it in a Beretta/Tazer combo, and later on a Beretta/Uzi or Beretta/Small Shotgun combo. Starts to show obsolesce when you fight zombies.

Small Shotgun: At first sight it sucks at distance combat. But when zombies and other creatures starting getting on your face, you will realize its true role is a close-quarters combat weapon. I obsoleted it after I got the normal shotgun, but started using it again once I realized its a fantastic anti-zombie weapon. It can be used one-handed no prob. I use it as a side-arm for a lot of soldiers in zombie infestation missions.

Pump-Action: Will get obsolete fast, but does ok in early cultist missions. When I got a better one, discarded this entirely.

Magnum: A Divine Weapon. With it, a agent can finally hit reliably with stopping power. Closest thing to a sniper rifle you can get for a while. Until you get the Hunting Rifle and then the Nitro Express, keep using this on your most accurate agent.

Shotgun: Good weapon, decently precise, sadly not fast enough to be shot thrice. Great vs zombies.

Uzi: Good if the enemy gets point blank and lacks armor, otherwise I found it too imprecise. Obsoleted by the MP5.

Hunting Rifle: Light, precise, decently powerful. Became my sniper weapon. Nice snap shot.

HKMP5: So, this is a mini-rifle. Decent-ish accurate, burst has crap precision but I never had opportunity to use it in close-range. Good. It made Uzi and Beretta obsolete for me. Needs more testing, I want to see it vs zombies or werewolves.

Nitro Express Rifle: Used it in a few missions so far. Great gun! Cultists in my experience usually get one-shotted, werewolves survive it barely. Sadly had no chance to test on Yeti.

Guns I didn't use (yet): Flare Gun (seems like a crapshot), Minebea (I researched it just after MP5. Seems obsolete, but that x6 round burst seems to rock in CQC), AK47 (researched, got a few in storage but not enough bullets).

Sounds a bit mild for a Elephant Gun round.

See this:

Some guy called "Gentleman Raptor" at the Bay12 community, has twenty days of advantage!

The X-Com Files / Convenience options that should be enabled by default
« on: January 09, 2017, 10:31:31 am »
Just a thought - there's a lot of convenient stuff that often doesn't come enabled by default.

1. Resolution. At least start with something a bit bigger than default. Can't complaim much because my computer max is 1024x600. Yes netbooks suck.
2. Show Funds (Geoscape). Why not default? Quite little cool mod.
3. Retain interrogated aliens. It just makes sense.
4. Disable auto-equip. Anyone uses it?
5. Display if weapon is two-handed.
6. Display in inventory if weapon is two-handed.

The X-Com Files / Agent Ranks
« on: January 09, 2017, 05:04:07 am »
The agents have new ranks and I have not been able to interpret them fully.
So far it seems (ascending order):

Chief Agent - Commander
Commissar - Colonel
Captain - Captain
Sergeant - Sargeant < You are a human being with human rights here
Agent - Squaddie
Rookie - Rookie

Btw, I saw this once and I wonder if you plan on making this change: Changing Rookies and Squaddies to Lance Corporal and Corporal, respectively.

Aside: Always found it funny X-COM has no lieutenants and majors. Its straight from Sargeant to Captain then to Colonel.

The X-Com Files / Psionics Revamp
« on: December 31, 2016, 11:51:54 pm »
Note: I haven't played through much of the X-COM Files, through I played a nice chunk of FMP. Don't spoil me.

As we know, psi in X-COM ins't perfect. Mainly, it relates to player use - psi is not really very limited by anything, so the player can just scare or mind-control aliens en masse and generally use psi better than the aliens. It doesn't really take many resources and such.

(did they fix the "AI psi focus fire on the psi weakest soldier" AI bug? I know a guy who had a mod which did that for the original game)

Some ideas I had:

1. Line-of-Sight Psi for the player, traditional psi for the aliens: Pretty much what the title says.  The aliens have psi for hundreds, thousands, maybe even millions of years. X-COM picked up psi yesterday - it was a know phenomena on Earth, but considered bunk. To the aliens, tho, its estabilished science.

2. Psionics Tech Development: The aliens use psi with cybernetic amps or even no amps, humans have to use the psi amplifiers (mind benders in apoc). Then we pick up the tech and know as good as them? Seems preposterous. Instead, it would make more sense to have two or three levels of psi amp tech.

4. Psi resources. The obvious resource here are bodies of psi-active creatures - Sectoids (especially Leaders and Commanders) and Ethereals.

5. Psi weakens with distance. Of course, alien psi probably should't do that, because screw you player.

6. Psi charge. In Apoc psi spent psi energy, but it expended TOO much energy for not enough return. I think the simpler thing is to just use stamina for psi. Alternatively, use morale like dog does.

XPiratez / Allow player to sell dead human bodies
« on: December 17, 2016, 11:26:58 pm »
We must combat world hunger!

Also, this might give some extra stimulus for killing rather than stunning all - too much temptation to bonk everyone that ins't robots/drones/ratmen/ninjas/drifter/highwaymen on the head.

There could be a lot of in-game reasons too:
- Sell people the bodies of their loved ones for burial.
- Food for people, "people" and animals.
- Bones can be useful, too.
- Organ traffic!
- Life support resources.
- Rip out cybernetics or implants of value!
- Cup 'n ashtrays. Thanks to the Piratez, now you can drink wine on your enemy's skulls!

I'm thinking 10% or 20% percent of ransom value?

Not sure if corpses should be pillaged for anything remaining (like robbery but with corpses) or flat-out sold.

Enviado de meu SM-G3502T usando Tapatalk

XPiratez / Early Firearms
« on: December 10, 2016, 08:02:43 am »
Favorites? Like? Dislike? Useless??


Flintlock Pistol: I always give one to gals who can shoot somewhat but are good at melee too (pair with a melee). Nice damage for a pistol, can stun with swings. Most early enemies - cultists, ratlings, bandits - are unarmored. Flintylock and Cutlass is a classic.

Musket: Great for sniping ratlings. I often field one or two in missions. Harpoon Gun would be a better version if not for the accuracy penalties. They're also great softeners on some tough targets to stun (like Cultist Zealots).

Rusty Niner: I considered it useless at first, but I saw a good use for weak gals with top sniper skillz. Place lots of aimed shots from afar with it, and it does good killing and trains well. Also better vs armor than flintlock, and hits better too. Assault Pistol obsoletes it tho.

Ol' Shotgun: Not a fan, I prefer domestic with rubbers.

Domestic Shotgun: Great for stunning, decent-ish otherwise.

Spraygun: Good if you can get close, but if you can, why not just hit people instead?

RCF: Useful if you're fighting armored people early on, otherwise stick with flintlock.

Ol' Carbine: RCF + 5. Can stun people with melee gunbutt, so improvement. Also, nice and relatively light.

The X-Com Files / Alternate Movement
« on: December 10, 2016, 07:53:50 am »
Question: Is X-COM Files supposed to be played with alternate movement modes? Unsure if it unbalances the mod or what.

Open Feedback / Vertical Proximity Grenades?
« on: July 31, 2016, 11:23:16 am »
I remember that in the original game, it was possible to retrieve proximity grenades from the ground by flying and picking it up. The grenade would not explode because it only detects horizontal movement.

Just tried this stunt in a game, and the soldier died the moment he came down.

Bug or feature?

Suggestions / Terrain Type Indicator
« on: June 02, 2016, 06:42:29 pm »
This is prob more of a mod, but...

I think everyone and his mother uses new terrains these days... and really, why shouldn't you? They're great, go get them. NOW!

Anyway, what I mean is: The map simply isn't sophisticated enough to convey the needed info, especially in places that may be plain ground or forest either way. With the new terrains, terrain knowledge before deployment is necessary and useful.

I'm sure no military force worldwide deploys anywhere without knowing where they are fighting first. So what I was thinking is somesort of pre-mission interface symbol or such showing the terrain of the mission. Say, even something as simple as "Forest", "Plain", "Desert", "Warehouse", etc would be great.

Has anyone ever tried to take on alien geoscape AI - as in, the aliens acting and reacting to human behavior on the geoscape.
And by that, I mean (mostly) things like aliens fighting an active air war and attacking your Interceptors and Skyrangers?

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