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Messages - MrWigggles

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Suggestions / Re: Jump feature
« on: February 27, 2013, 12:02:04 am »
Well, Reapers 'Jumping' wouldnt be a new Verb they would be able to do. It'd be an animation thing.

And Jumpjets seem like a crappy Flying Suit, and cant be implemented until Xcom has some notion of Gravity.

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Suggestions / Re: Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 23, 2013, 05:15:53 am »
Neat.

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Suggestions / Re: Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 11, 2013, 02:10:52 pm »
I dont know if thats really possible, My initial attempt is just to get an alt. battle scape for a one on one fight.

The Geoscape doesnt seem to have the concept of multi interceptors attacking a single UFO, or vice versa or multi UFO and multi Interceptor.

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Suggestions / Re: Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 11, 2013, 02:50:16 am »
Neat thank you.

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Suggestions / Re: Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 09, 2013, 03:05:37 pm »
Its something that can be played with, and experiment with.

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Suggestions / Re: another idea - radar range on geoscape
« on: February 09, 2013, 12:45:56 pm »
The radar circle is only really needed for when an active UFO tracking event is happening and when you're placing down a new base.

Outside of those two events, it would probably just be clutter and noise on the Geoscope.

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Suggestions / Re: Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 09, 2013, 12:44:16 pm »
Uh... sure. Yea.

Little interceptors and little scout UFO for testing would be neat. I dont see that being the actual scale... Myself personally was seeing the Interceptor being a 2x3 tile Unit, but that might force the Battle Cruiser to exist only partially on the map, and cant really move.

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Suggestions / Battle Scape Mode for 'Advance' Interceptor Mode
« on: February 09, 2013, 12:22:05 pm »
So, I was doing some for lolz game designing for a Stargate game using xcom as its basis, and it struck me that you can do ship battles using the Battle Scape.

Almost everything can carry over, and it'd probably be overall simpler then the actual Battle Scape because  a majority of the verbs do not carry over.

Time Units for movement and verbs should translate pretty easily, but Reaction Fire would need to be changed to Reaction Evasion, which would null or reduce damage taken.

Bravery would still function with a panic crew, preventing the craft from acting.

And the x-com system for stat improvement through doing should also carry over. This may explicitly require 'Pilots' to have an in game ability to transfer stats between Interceptors and X-Com advance craft. It would also make losing interceptors more impactful then simply being a 600k fine, and some point penalty.

The scale of the Battlescape would need to change but this can be accomplished through art assets.

Vehicles would have to act similar to the multitile Units in the game, with possibly unique capability to taking 'internal' damage and possible some linkage through area specific damage and craft capability. I'm not sure how flexible the Wounds system, and its impact on Stats are though.

The map tiles themselves would need to behave different, with map tiles being shifted off to the one of the edges and being replaced with other map tiles to gain the feeling of the two craft moving over the earth.

Depending how awesome the Rulesets are, this kinda of Advance Interceptor Mode biggest headache would probably be the need for new art assets.

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Programming / Re: HQX and scale2x filters
« on: February 09, 2013, 12:06:47 pm »
The softening effect, makes it look more blurry to me, then the defaults now. I find the default for now having more details and better definition.

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