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Topics - Bobit

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The X-Com Files / Some suggestions
« on: August 13, 2019, 12:57:26 am »
1) Add turnLimit 12 and chronoTrigger 2 to strange lifeform missions. After turn 12, all remaining monsters flee. Reducing the mission frequency was a nice touch, but this would make the missions strategically interesting instead of a spamfest where only mid-long range assault rifles (or pistol equivalent if low-tech) are  used.

2) Under difficulty settings, increase difficultyCoefficient or defeatScore, so that it is possible to lose in the early game on higher difficulty levels, rather than just giving up because you will suffer from having less veterans later. Maybe reduce number of enemies and increase number of monster terror missions, so that instead of being a grind, hard difficulties are actually hard to survive in. Buff score technologies so players can sacrifice their research to hold on, plus it would be nice for non-promotion-related researches to be more useful.

3) Give less (or equal?) score for arriving at a mission and aborting it than not arriving at all. From a gameplay perspective, missions where you arrive only to abort when it gets intense are not fun, and aborting is super  OP. Thematically this could be seen as a failure of the project.

4) I would prefer less minor missions to shorten the game a bit. If you could implement a setting for that, that would be nice. Right now, it's a bit too easy to get a full squad of 100%-TU agents with 100% of available research covered, yet you still have to do every safehouse and such if you want to play well for EXP reasons.

5) Buff reactions/bravery melee (and slight melee in general), light armor, throwing (especially knives which seem much worse than stars), rats, dog armor, flashbangs (enemies outnumber you), civilians, lone madmen, dagon in general (so easy), bolt-actions, explosives, drone armor, reactions training, heal gel, cannons (except for explosive automatic and buckshot non-automatic), hazmat, skulljack, maybe kneel accuracy. Nerf shields, FAL and similar mid-long-range automatics, enemy dodge (makes swords much better for them than you), stims (increase cost, probably too spammable, basically just ammo for the flame glove instead of waiting for recovery for example), agent bravery (non-psi panic seems too rare).

6) Unit pages on UFOpaedia could be better. I don't really care about armor, I care about resistances, dodge, stats. Dunno why there are so many pages for civilians. But I could be wrong.

7) How about adding transformations? There are four cults, why can't I resurrect people or turn them into 10-bravery 90-psi tentacle monsters, lol. Plus I think being able to bring back a veteran soldier at a high price if you recover the corpse is pretty neat.

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Suggestions / Mission accomplished shouldn't force back to base
« on: July 06, 2019, 05:49:35 pm »
Would add some depth to have one dropship do multiple missions before returning to base. Of course this would be a mod feature because vanilla shouldn't be changed. Just a little thing. It would still set on a course for home as a reasonable default, but you would be able to redirect it.

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The X-Com Files / Does TU damage affect the next round?
« on: May 26, 2019, 12:34:48 am »
In XCOM-Files there are flashbangs and pepper spray which deal TU damage. Does this damage just prevent reactions, or does it also slow the enemy next turn?

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Offtopic / Base defense tips?
« on: May 24, 2019, 06:32:28 am »
Playing FMP on Superhuman. Generally pretty manageable, unless there's an early base defense (which there often is).

I understand you're supposed to build your base so that you don't get flanked. But even then, the enemy often has more armor than any of my ballistics can penetrate, as well as AoE damage that can oneshot everyone in a huge radius. What should I do?

  • Stock up on way more soldiers, tanks, and heavy explosives than are needed for other purposes?
  • Build a secondary living quarters base, evacuate at first large UFO sighting, and simply accept the inevitable loss of sighted bases?
  • Avoid downing UFOs within range of the main base?


I don't think I can do all of that without going into deadly levels of debt. I need to pick 1-2. In any case I'm very surprised how much more common this lose condition seems to be than the other ones (score loss, debt, unrecoverable soldier/equipment loss).

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Suggestions / Mortars and custom psi
« on: May 16, 2019, 03:29:46 pm »
Don't take me too seriously cuz I haven't modded anything yet. But it seems like it would be nice to have and (maybe) easy to program this feature:
  • Arcing attribute set to 0 = current "false" behavior
  • Arcing 1 = current "true" behavior
  • Arcing 2 = uses a high arc, as with a mortar. If your opponent (and you) don't have a roof above them, you can shoot them.Only really balanced with/as a victory/defeat timer, or with limited ammo.
  • Arcing 3 = doesn't use a projectile, as with psi attacks. Simply targets the target directly if it hits, and doesn't target anything if it misses. Does not require LoF

Also it would make sense if you could use the attributes of the target (if any) to determine accuracy, as with psi attacks. So there might be a Decay spell which is easy to  resist for strong soldiers.

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Open Feedback / New here, some questions
« on: May 06, 2019, 07:20:38 am »
1) In Xenonauts and to a lesser degree FiraxisCOM you ignore the terrain that's directly adjacent to you. This lets you take cover behind a barrel without it negatively impacting your aim. Does original XCOM have this feature, or can it be modded in? It might seem minor but it's extremely important to the feel and cover-based combat of those games (though not necessarily this one).

2) Similarly I hear that the tiles are physically modeled in map files? How exactly does that affect gameplay?

3) In Xenonauts and Apocalypse there are gasses that deal damage (and other stuff) instead of just obstructing vision. Does this exist in OpenXCOM?

4) I'm not a huge fan of the CQB / melee dodge mechanic enabled in a lot of mods. You can just take a single step back and it doesn't count, which you should very often do because 2-space accuracy is very high and they have no dodge chance. But the AI won't, which is extremely awkward. It feels like it could do better, maybe apply in a slightly larger range. Would love to have someone CMV.

5)  What is a "master" mod? What kind of files would you need to basically have a 1-hour campaign with a single level? That seems like it would be a useful starting point for me making a mod. The ruleset reference is very helpful, but I basically don't understand how to delete everything and start from scratch like most mods seem to do.

6) Are there any wizard modes or similarly helpful debug tools/mods?

7) Free reaction fire seems like a fun idea. Basically wearing light armor would give you 30% TUs refund on end of your turn. This way you can offhand a pistol to protect yourself. Is it possible, and would it be fun?

8 ) Got any mod reviews? What are the shortest mods? I like short games.

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