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Topics - kkmic

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Offtopic / Master of Orion reboot announced by Wargaming
« on: June 09, 2015, 04:32:19 pm »
Hopefully it won't be a "World of MOO" or something, but a nice reboot of an old gem.

https://www.pcgamer.com/master-of-orion-reboot-announced-by-wargaming

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Offtopic / Advent - A new X-Com game?
« on: May 28, 2015, 12:50:08 pm »
Announced by 2K Games. Not much is revealed ATM.

Teaser site:

https://www.adventfuture.org/

3
Offtopic / Bash
« on: September 05, 2014, 04:21:38 pm »
I know that the channel is being logged (https://colabti.org), but since not everyone uses it, I thought that it's worth sharing a bit of fun stuff from there.

I'll add more when I'll get the chance. Fell free to add yours too.



< kkmic        > Well, at least you don't have Russia close by bent on "liberating" and "accidentally crossing the border" on Ukraine
< Warboy       > aren't they reconsidering now that NATO is involved?
< kkmic        > If bombs will start falling from the skies around me, I really won't give a shit if NATO is involved or not.
< Warboy       > fair point
                 i just thought they'd backed off in light of nato support
< kkmic        > I'm not sure the Russians are that easy to impress
< DarkDefender > Warboy: right now it seems like Russia will start WW3 if NATO gets involved. They are like: "Do do anything stupid, NATO. We have nukes!"
                 Putin is too concerned to not lose face so I don't think he will back down either
< page         > perhaps he's under alien control
< Warboy       > improbable, russia never signs a pact
                 nailed it.

4
Suggestions / Craft armory
« on: August 01, 2013, 11:08:46 am »
Traditionally, all the items that are brought into battle and are not equipped by the soldiers are piled up on one specific craft tile.

How about having items that are present in the craft be available to all soldiers in the craft, regardless of their location?

Does this makes sense? Is it "natural"? Pros? Cons?

5
Offtopic / Door Kickers - Tactical indie game
« on: March 25, 2013, 01:53:58 pm »
A good friend of mine and his small company is working on a top-down tactical game called Door Kickers.

Quote
Door Kickers is an innovative Real-Time Tactics game that puts you in charge of a SWAT team. With your help we can make this The Ultimate Swat Team Command Simulator.

Analyze the situation, plan team routes, choose equipment and breach points and coordinate multiple troopers to reach the hostage room before the bad guys get to press that trigger.

It may sound daunting, and like real world CQB combat, it sure is. But most levels can be completed in minutes and on the fly improvisation works. Achieving the perfect planning, getting the mission done with no false steps, that’s a skill harder to master.

You can check it out it's Steam Greenlight page. While there, give it a "Yes" if you like it :)

If you really like it, you can buy an early development version of the game, starting from a $8 price for the complete game once it's out (sorry, no Kickstarter campaign... the game is developed in Romania, and Kickstarter serves only the US region... but if the game passes Greenlight, you can buy it there even during development).

Website/Forums: https://inthekillhouse.com/

Edit: There is a demo available for download (the first "tier" on the buy page) if you want to get a feel of the game. Sorry, the demo is not available anymore.

Update: Door Kickers was released on Steam. You can check it out here.

6
Suggestions / Splitting the rulesets
« on: March 28, 2012, 09:52:22 am »
How about splitting that huge (and growing) ruleset file into multiple files each containing a specific set of rules?

I cant give any examples of the op of my head now... it's just an idea.


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Programming / Man Page
« on: February 12, 2012, 11:18:38 pm »
I've slapped together a first draft for a Linux man page: https://bitbucket.org/killermosi/openxcom-man-page/

It is basically a copy/paste from the readme.

Until it will be added to the main trunk, please post your comments/additions/patches here.

8
Suggestions / The 80 items limit
« on: December 06, 2011, 01:51:13 pm »
Disclaimer: I had a sleepless night and this is the direct result

I had recently browsed the OpenXcom section on the Ufopaedia Wiki and the following got my attention (in the "Differences to X-COM (OpenXcom)" article):

Quote
Since there's no 80 item limit, items in crafts count towards your Base Stores to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.

I believe that the original XCom had the 80-items limit imposed due to practical and technical reasons (640k anyone?). The number 80 was chose probably because it will allow a commander to equip a 10 man squad with 8 items of equipment each. A loadout of 1x weapon, 2x clips, 2x grenades, 1x medkit, 1x psiamp will leave room for several extra items for a specialized class (blaster bombs, grenades, etc).

The above quote got my eye because in any troop transport, no mater how technologically improved it is, there is that much space that can be used for equipment storage. True, some transports have a large carrying capacity, but there still is a limit.

Besides, I don't believe that being able to carry your entire base armory into combat is a realistic option.

As I see it, there are two options:
  • Increase the transport item limit by 30 or 50 items (you should be able to carry 130 grenades on any average transport, right?)
  • Count not the items, but their weight. So basically, everything you load into the transport has a weight, and the transport can only carry that much load. Everything means soldiers, armor, tanks, weapons, ammo, corpses and other recovered items 8)

I'm for the #2 option, but then we should guesstimate the weight of all items except equipment/corpses (perhaps using the base storage space as a baseline?).

Also, the limit should apply all the times, meaning that when returning home after a mission, if you have more equipment/artifacts/corpses recovered than the transport's maximum carrying weight, you should be asked to discard items to allow the craft to lift off (or you could have the option to send another team to recover your loot (not an actual team, just a button click) that has only a % chance of recovering what was left behind).

Comments? Opinions? Questions? Frowns?  8)

9
Suggestions / Latest changes (05-10-2011): Falling and targeting
« on: October 05, 2011, 05:59:50 pm »
The latest changes pushed in today add two new changes:
  • Falling TUs costs
  • Accuracy depends on distance

I'm just curious about several aspects regarding these changes:

  •   Regarding falling time units cost:
     
    • The vanilla UFO had TU costs when falling (ignore the other point bellow if this is true)?
    • From a quick glance at the code I saw that falling costs 6 TUs per battlescape "layer" (correct me if I'm wrong)
    • What will happen if your soldier only have enough TUs to walk over the ledge but not enough to fall to the ground?
         
      • Will the soldier be prevented to move?
      • Will the soldier be "stuck" in the air for the remaining of the turn? :D
      • Will the soldier be able to use the remaining TUs to turn around if stuck in mid air? :D (Look like bullet time to me :p)
         
  •   Regarding distance-dependent accuracy:
     
    • In vanilla UFO distance is not a factor when calculating accuracy
    • I agree that in RL is easier to hit a close target compared to hitting a distant one, but adding this won't change the one of the important mechanics of the game?
    • Would one be able to turn this "feature" off?
    • Will there be an on-screen indicator on if you have a bonus or a penalty when aiming at a specific target?
           
      • Change crosshair color, perhaps to something like this:
                 
        • Blue for "accuracy normal"
        • Green for "accuracy bonus"
        • Yellow for "accuracy penalty"
        • And maybe red for "very low chance of hitting" - when accuracy is under 10%, regardless of contributing factors
               
      • Show a numerical indicator/percentage next to the crosshair when aiming at a tile/object?
         

To be clear, I'm not against any of these changes. I am just curious on how will they integrate in the long run with OpenXcom.

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