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Messages - Arpia

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16
Released Mods / Re: [HWP] Scout Drone
« on: August 21, 2014, 11:52:50 pm »
is this hypothetical? or did it actually happen to you? because honestly... I have no idea. I dont think the drone can be stunned... so it'd probably be destroyed if anything... i think... o_O

17
Programming / Re: Option for autofire recoil
« on: August 17, 2014, 12:41:59 am »
I have to agree that tying this to strength seems odd... to be honest tying it to anything seems odd, if anything the recoil of a given weapon should be tied to the weapon itself rather than a formula that utilises a unit's stats. I also think preparedness to fire would play more of a factor (in xcom's terms this would be standing or kneeling) I also think that 'recoil per shot' should just be kept to the autoshot feature, as the TU's taken for snap and aim would take into account things like lining up an initial shot and subsequent adjustments for any follow up shots.
Also, does this/can this impact weapons significantly? the point of making change in my opinion is to... change... so if it doesn't change the way a gun handles in autofire vs vanilla in at least a somewhat noticeable way... then you probably need to adjust your formulas (like someone said above - there's not enough difference between 30-30-30 vs 40-30-20)

food for thought/self rambling: The initial shot in a burst is just as likely to be a hit as a snapshot, with a much steeper decline in accuracy after that. typically the first round goes on target, the second can hit or miss, the third shot usually going off target so it's more closer to something like 50-30-10. ...maybe kneeling could only affect the last step??

18
Suggestions / Re: Armoured cilivans?
« on: August 08, 2014, 07:13:11 pm »
armoured/armed cops or security forces sure, i'm all for that. but aside from mods... there's just civilians, people like you and me... or something like that.

19
Suggestions / Re: Armoured cilivans?
« on: August 07, 2014, 11:39:12 pm »
Armed civilians I understand sure. but armoured? dont know, i think that's a stretch. and besides, lets say the governments of the world does issue ballistic vests, what good would it do against plasma that xcom can barely survive with custom alloy armour

20
Released Mods / Re: [HWP] Scout Drone
« on: August 07, 2014, 04:12:43 pm »
dont get it shot? :P
for for more theory you could also say... it's a tool that gives you an edge over the aliens, losing it means that the squadies have to venture into that deep darkness blind... thats pretty daunting when only moments before you could see what was out there lurking in the shadows... now its your turn to step into the waiting jaws of some depraved alien machination waiting to slap your body on a table and strip the skin from your bones and find out what it is that makes you tick just so they can use it against it in more despicable ways... *cackles maniacally and sinks back into a dark corner...*

o_O sorry... got a bit carried away there O_O

21
Work In Progress / Re: [UFOs]A better way to get UFO information
« on: August 07, 2014, 03:05:59 pm »
easy fix. make it non manfucturable

22
Released Mods / Re: [HWP] Scout Drone
« on: August 07, 2014, 02:56:01 pm »
I'd have to check but i'm 90% sure it affects morale on death.
the game seems to consider single tile units as people rather than tanks... so if it died, it'd have the same affect as a rookie being killed.
though I'm pretty sure thats what happens when a tank dies aswell...

-Harpy-

23
Suggestions / Re: Civilians in transport should count as saved
« on: August 05, 2014, 03:45:01 pm »
oh oh! what about forcefull conscription?!?! I stun the civilian... bring him onboard to safety... xcom gets a new rookie >.<

24
Work In Progress / Re: [UFOs]A better way to get UFO information
« on: August 05, 2014, 03:15:01 pm »
UFO Navigations. you get them in every craft... unless its a smouldering crater.
research topic UFO Navigations -> research new topic recover UFO data. this opens up an engineering project that takes several UFO navs and turns then into an item (UFO Data) and researching this item unlocks a random ufo entry (representing the engineers combing through several defunct UFO navs to pull data on a UFO) you can now just keep researching this to get a new random ufo entry (via the getonefree tag the alien medics use) till you have them all.

instead of creating your own 'report' and making it generate on alien pilots, this uses existing assets and doesn't require adding a ton of extra new things.
also, if you dont give something a sell/buy value, i believe it doesn't appear in the sell/buy list - since its counted as unsellable or something. you can also give it a store space value of 0 so it doesn't take up space in your item stores, so it shouldn't clutter lists or cause problems.

25
Suggestions / Re: [OpenXcom] Something possibly overlooked
« on: August 04, 2014, 02:41:14 pm »
this makes me lol.
I say leave it in! a panicked soldier doesn't know what it's doing/acting irrationally. so its entirely plausible that he 'accidentally' triggers the artifact.

More ways for soldiers to die is always welcome!

26
Suggestions / Re: New Medi-Kits
« on: August 04, 2014, 02:36:13 pm »
to add to this, what about...
-able to use medical items on aliens
-self heal with medical items
-negative damage handling (adds health instead of take it... currently weapons with 0< dam do nothing or cause a crash depending on item)

27
Released Mods / Re: [HWP] Scout Drone
« on: August 02, 2014, 11:54:56 pm »
-_-' I imagine it's more case of 1x1 units aren't considered "hwp's" thus their ammo should be accounted for with a floorob like regular weapons. if it was treated like a tank... tank weapon ammo dont have floorob's ...hence why the drone never had one to begin with I imagine... probably...

if I were to redesign the ruleset which I really probably should... *sighs* I'd probably remove the need to load ammo and just make the launcher clipless like lasers are.
...well... actually to make it a little more chaotic I'd probably make the smoke cloud smaller and make it shoot 3/4 pellets at once with the shotgun ruleset

28
Resources / Re: Neoworm Sprites dump
« on: August 02, 2014, 11:34:37 pm »
that guy would be a really good fit for the "thin man" enemy from xcom 2012.
and are those marine pulse rifles from alien?! and a riot shield?? this stuff looks awesome. props.

29
Released Mods / Re: [HWP] Scout Drone
« on: July 26, 2014, 02:40:05 pm »
been a while since I've even touched this to be honest.
I don't remember its 'corpse' having an icon... maybe that's problem - since there's no image it's just assigning that 'cup' thing instead.
the spritework isn't my area of expertise so I'd just be reusing the smokelauncher icon as the corpse icon. unless someone wants to make a corpse BigOb??
 
the killed/destroyed... I imagine that is because of the way the game handles things. 1x1 units are not seen as 'tanks' so the unit is classed as 'killed' instead of 'destroyed'
but. stuff has changed and been optimised a whole bunch since I dabbled with rulesets, so I could/should probably make a new set.
but as always, this and any other thing with my name on it is open to be used and changed and spread if you want to try and fix it for yourself.

-Harpy-

30
Suggestions / Re: [SUGGESTION-UNCUT][#050] HWP - Minimal ammunition
« on: July 03, 2014, 01:53:55 am »
another idea could be to have the tank come with a single full clip?

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