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Messages - moriarty

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1
OXCE Suggestions Archive / [Suggestion] complex UFO crash damage
« on: February 23, 2017, 05:27:27 pm »
Hi guys (specifically Meridian, Yankes, and ohartenstein23),

I suggested something similar way back before OXCE+, but now I think it might be possible, so I'll suggest it again: Would it be possible to change the way the battlescape is generated for crashed UFOs, depending on (for example) the amount of excess damage it received, the speed it was traveling at when it crashed and the weapon that was used to shoot it down?
I'm thinking that the flat-out "75% chance of Power Source exploding" is nice and simple, but we could add a little more flavor to the game.

Examples:
- UFO was shot down using a machine gun: after Battlescape is generated (but before battle starts), apply lots of very small shots to outer hull, creating dents and scratches
    vs.
- UFO was shot down using Fusion Ball: after Battlescape is generated (but before battle starts), apply one big explosion to randomly selected side of UFO, possibly tearing a large chunk out of the UFO

- UFO crashed while hovering: nothing special
    vs.
- UFO crashed while cruising at high speed: after Battlescape is generated (but before battle starts), apply a line of explosions from the UFO extending to border of battlescape, creating a crash path. also apply damage to opposite outer hull of UFO.

- UFO was shot down using "EMP"-weapon: chance of power source exploding very small
    vs.
- UFO was shot down using Fusion Ball: chance of power source exploding very high



I'm sure there's more we could think of. Do you think this would be possible at all?

2
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 17, 2016, 05:39:12 pm »
I WANT THAT!
Well, it does only cost 12000 dollars...

3
OXCE Suggestions DONE / Re: Everyone fights, nobody quits?
« on: January 17, 2016, 03:26:28 pm »
I'd assume that XCom soldiers wouldn't use wheeled wheelchairs, they'd go for tracked ones. Trackchairs, I guess.

Like this one:




( from https://www.tracfab.com/ )

4
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 07, 2015, 01:30:06 pm »


The 2 properties I can think of now would be 'production' and 'science'.

...and 'piloting'...

5
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 24, 2015, 10:35:54 pm »
I see. too bad, actually...
what about the possibility to acquire engineers and scientists from other sources, like getting them after successfully completing certain missions?
would that be possible?
perhaps even tied to stuff like survival of certain civilians on the battlescape?

...you know, the old "retrieve the specialist" mission (or, in the case of XPiratez, "capture the specialist")...

6
XPiratez / Re: [SUGGESTION] slave raids / making brainers more rare
« on: October 23, 2015, 05:41:08 pm »
Well, although the "limited market" thing is a bit OT, it's not about the thing itself but about how you use it. I think it could be nice, imagine a market with supply/demand mechanism: no more mass-selling of the same goods for years...

7
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 23, 2015, 05:37:06 pm »
Yankes, do you think it would be possible to change engineers and scientists from being "special resources" to being "abilities" or "properties" of items or soldiers?

That would mean that we could have soldier/scientists or soldier/engineers (or even scientist/engineers) on one hand, and "capturable" specialists on the other hand.

Would that be possible at all?

8
XPiratez / [SUGGESTION] slave raids / making brainers more rare
« on: October 23, 2015, 04:17:39 pm »
...ooookay, I'm not sure if this is even possible, or perhaps even implemented, since I haven't played all the way through XPiratez, but maybe this is something you consider worthy of pusuing.

I was thinking that since you are not the only pirate-y organisation out there (Raiders?), it might be interesting to have other pirate bases that you can raid in order to obtain slaves or runts or perhaps even brainers?


----> this leads me to another point:

I think that the brainers are far too "cheap" in the game. I mean, your research facility can hold only a few, and they are extremely important, so why can they be bought at all? within the setting of the game, brainy mutants suitable for true research should be a valuable resource, and a group of pirates should be happy to have maybe two or three of them... finding more should be more difficult than just going to a market, shouldn't it?

perhaps finding more of them should work more like paying a market fee to obtain information about where you might find one, spawning a special mission that allows you to go and try to steal one from another group of pirates... if that's at all possible within the extended code. of course, that would make the game even more RPG-y, but that's a good thing, isn't it?

9
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 18, 2015, 07:50:32 pm »
True. Sontar-ha!

EDIT: What about the Mire, while we're at it? Very distinctive silhouette, I guess they would make good pixel art sprites.

10
Work In Progress / Re: [ALIENS] The Dalek Invasion of XCom
« on: October 18, 2015, 07:33:19 pm »
Haha, very nice. "See? Armless."

Though not very special from a gaming point of view, since they won't look any different from civilians...

EDIT: Cybermen, on the other hand... or perhaps Judoon?

11
# Eventually I will add the ability to recover tanks and repair them.

you know what would be nice? make the tanks true to their name "heavy weapons platforms" - allow them to carry every kind of available heavy weapon.
- the original manufacture project creates a chassis.
- additional manufacture projects allow for assembly of the chassis with available heavy weapons.

this would make tanks more versatile - you could fit a standard tank with a heavy plasma once you have one. you could even make the unarmed chassis faster than the armed versions, making it more of a scout unit.

12
Work In Progress / Re: Lohengramm's Weapon Roles (beginning testing...)
« on: October 15, 2015, 10:13:40 pm »
LOL @ Frank - that's a nice fluff text, to be sure :)

I've attached the ruleset file I made... it was work in progress even then, and it might not even work today, because some things have changed in the ruleset parameters, but perhaps you can recycle some of the ideas.

EDIT: ah, nice one, SIMON, that's exactly what I was thinking of. the TerranPlasmaWeapons mod contains the alternative graphics for the alien and human versions of the plasma weapons.

13
Work In Progress / Re: Lohengramm's Weapon Roles (beginning testing...)
« on: October 15, 2015, 09:44:48 pm »
you still need to explain why you can't just pick up an alien weapon in the battlescape and use it :P

but yeah, I guess that's as good as any explanation.

my way of denying the human soldiers access to the alien arsenal was adding a prerequisite to the weapon, for example the heavy plasma was changed from
Code: [Select]
    requires:
      - STR_HEAVY_PLASMA
to
Code: [Select]
    requires:
      - STR_HEAVY_PLASMA
      - STR_ALIENS_ONLY

the "STR_ALIENS_ONLY" acts as a mock research subject - there is no way to actually research it, so the weapon itself can never be used by xcom soldiers.

then you simply add a second weapon:

Code: [Select]
  - type: STR_HEAVY_PLASMA_HUMAN
that uses your modified code.

then all you need are two manufacture entries:

Code: [Select]
  - name: STR_HEAVY_PLASMA_RETROFITwhich takes one heavy plasma (the alien variant) and turns it into a "human heavy plasma"

and
Code: [Select]
  - name: STR_HEAVY_PLASMA_HUMANwhich takes raw materials and turns them into a "human heavy plasma"

this way, you can even make things more interesting: perhaps retrofitting an alien weapon only requires you to have researched the weapon itself, but making it from scratch requires you to know a bit more about alien alloys, elerium, plasma technology...

14
Work In Progress / Re: Lohengramm's Weapon Roles (beginning testing...)
« on: October 15, 2015, 09:31:58 pm »
...I'm kind of leaning towards XCOM having weapon roles that are well defined, and the xenos being more versatile without really excelling at any particular type of firing mode (therefore XCOM and the xenos will get distinct Plasma weapons from the other)...

I used to pursue this line of thought, making the alien's weapons unusable for the player but allowing him to "modify" them (in the workshop) in order to make them human-usable. there are some nice alternative graphics out there, so you can for example have alien plasma weapons with weird handles (so they don't even look like they can be used with human hands ;) ) and human plasma weapons with standard handles attached.

it does get a little bit complicated, though. in the end, you have to come up with a really good explanation why the weapons are so different. my take on this was to claim that the alien weapons use psionic circuitry, so they are fired by the aliens simply by thinking about firing them. in order for the humans to modify them, they need to analyse the circuits and replace them by conventional firing mechanisms... that would also explain nicely why the aliens can reaction-fire (speed of mind...), but the humans can't.

15
Maybe it's an idea for the modmakers to actually reduce the item clutter somewhat.

modmakers [...] reduce

 ;D ;D ;D ;D ;D ;D ;D ;D ;D


no, seriously, that may sound reasonable, but modders gonna mod... :P

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