Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Arpia

Pages: 1 2 [3] 4 5 ... 7
31
Released Mods / Re: [STATSTRINGS] Warboy's Custom Statstrings
« on: May 31, 2014, 01:03:46 pm »
some might say you're a terrible person :P

32
Released Mods / Re: [Weapon] Naymore Mine
« on: May 31, 2014, 12:58:55 pm »
perhaps a good ruleset addition to add into the game would be a max range for grenade types? you know... so you can't go round punting HE packs like a football

33
Work In Progress / Re: [MODDERS RESOURCE] XA Armor
« on: May 22, 2014, 01:50:08 pm »
This is amazing stuff o_o best armor model i've seen yet. Not too sure about the colour, but that's just nitpicking.
seriously awesome stuff! I do agree that the last one holding the helm needs the arm adjusting though.
but still, love armour! I would be happy to make use of it.

34
Work In Progress / Re: WIP Soldier Classes
« on: May 13, 2014, 11:03:53 pm »
All in all the mod seems to make game a lot easier
Not my intention. while it does make rookies a fair amount better... they do still have their shortfalls. does sniper kit make rookies too accurate? Its still WiP so all stats are subject to change. but in my defense, in my tests rookie snipers didn't miss their targets... but with the decreased TU's they had a very hard time moving up the battlefield, taking too long to relocate in most cases, and taking a whole squad of just sniper rookies was more of a liability than a squad of regulars.

35
Work In Progress / WIP Soldier Classes
« on: May 13, 2014, 03:39:44 pm »
Okay so my initial idea was to try and implement a class system (aka heavy/scout/medic ect)
so my immediate idea was stat buffs through armor, not enough to make a massive difference to survivability, but stats that help gear a soldier toward a certain style... heavies get extra strength to equip the weapon and ammo and still move around, that kinda thing.
so here's what i've got so far.

Assault kit: +15Reactions/+10throwAcc/+5Bravery  trained and equipped for breaching/ambush tactics
maybe +15 reactions is a *tiny* bit OTT... but the idea is more to prevent reaction fire when entering through doors or corners... good for alien ships or terror missions where there's a lot of tight spaces and close quarters and stuff. or set up ambushes of your own. the throw accuracy gives it the option of being a grenadier aswell/instead.

heavy kit: +15Strength/-25Reactions/-10TU  trained to handle heavy weapons and equipment
+15 strength is more than enough to heft around anything and a reload... its probably OTT but it's a good starting point, things can always be tweaked. The drop in reactions is probably more personal preference, but the idea is it stops the soldier taking risky reaction shots with a rocket launcher and potentially killing himself, his team mates, civilians... and anything else unfortunate enough to be in the radius. the minus TU is purely a movement balance, since low TU's dont affect shooting cus it uses a percentage.

scout kit: +20TU/+30Stam/-10Reactions  trained to move through terrain and quickly cover ground
the idea here is the extra tu's give the unit the option to either use tools like a medkit or scanner. or cover more ground, allowing you to decide if you just want a recon unit or to be a medic, the extra stam makes sure he is able to move for longer before having to take a break. And a drop in reactions hopefully offsets the pretty big TU boost.

sniper kit: +20acc/-20TU trained for long range interdiction. The trade off here is you give up a lot of TU's, making this class pretty static and preventing you from just pumping up a soldiers acc and running it off into battle.

Kevlar kit: +15HP/20armor/Resist AP20%  standard issue kevlar protection
A basic kit for if you'd rather just have extra protection. I feel the problem with early game armor is it's either OP or pointless... when compared to alloy armor I mean. so I thought adding a little extra health instead might make the difference between surviving an early plas shot long enough to use a medkit. and the AP resist is more a counter measure against friendly fire... again, it won't stop you dying, but you'll survive a shot or two (probably... hopefully...maybe...) since early game psi aliens can force your rookies and psi weaklings to run off and commit regicide... thats mainly what the AP resist is for o_o

I also had the idea of adding alloy armor variants that basically give the same stats, but with added armor.
The problem with this is not being able to identify classes on battlescape. each class would need spritework. the xcom jumpsuit has a red/blue patch on each arm. I was thinking each class could have it's own patch colour, red/blue/green/black. the same could be done for alloy armour too.
I don't really think there should be power armor versions since all that armor+flight is more than good enough on its own. Plus by that point you should have a decent amount of trained soldiers

The current ruleset's attached, thoughts? ideas? criticisms? improvements? help?? O_o
I know stats on armor isn't new, neither is the idea of classes, but as far as I know, it hasn't been implemented.

EDIT - I've just started messing with the inventory images, so far I've got the jumpsuits prepped, changes the patches on the arms from red+blue to red, blue, green, brown, yellow and blank. They show up very nicely. it's a small change but since this is new ground for me... I feel particularly pleased >.>

36
could I suggest darkish brown for the kevlar? the same colour the knee pads are on the sprite, they stand out enough.

37
Released Mods / Re: [UFO MAPS] Luke's Extra UFOs (52 working maps!)
« on: May 11, 2014, 03:18:01 am »
is it possible to get a version that just adds the regular ufo's rotated?

38
Work In Progress / Re: [WIP][Source Mod]Fair Psionics
« on: May 10, 2014, 04:30:14 am »
Another thing I would like to see in the future is a more dynamic psi attack system.
Currently the two attacks have a hard coded success rate, I'd like that to be moddable. And the TU cost is the same regardless of your choice to panic or control a unit, I think it should be brought more in line with shooting, cost depending on the attack, just like the difference for snap/auto/aimed.
Perhaps even a small chance to miss, resulting in affecting the wrong target? (nearest unit to target)

I definitely think this is a better solution for alien units, though I think LoS rules should apply to xcom units.
anyway, just my thoughts.

39
question...
why are all these combat armor mods green? i know they stand out so you can tell them apart but... shouldn't they be similar colours to the jump suit? or like... dark/black?
or am I the only one who dislikes the green?? it just looks a little too stand-out-ish

40
Released Mods / Re: [HWP] Scout Drone
« on: May 06, 2014, 08:26:29 am »
Hey Arpia, your plasma tank lacks the
So it never has any ammo.

fixed.

...also... to the self destruct stuff... I could totally add A new drone thats basically A high explosive pack on wheels you people are sick!!

41
Released Mods / Re: [HWP] Scout Drone
« on: April 17, 2014, 07:47:13 am »
sounds like a bug with one of the ruleset flags the scout uses... I'll poke around with it when I get the brain capacity back for ruleset stuff
Edit: anyone else having this issue still?? I cannot find/replicate this, so i can only assume the issue was resolved in one of the nightly's.

@Fox105iwsp
It would require the spritework to go with it. I'm not saying no, but I'm not a sprite artist. (Ryskeliini did the graphics for this mod)
If someone provided the extra graphics then I'd happily put the ruleset together for it.

42
Work In Progress / Re: making spent medipack-like items disappear?
« on: April 14, 2014, 07:32:08 am »
yeah... thats what I mean... single use items: potions, poisons, foods ect. >.>

43
Work In Progress / Re: making spent medipack-like items disappear?
« on: April 13, 2014, 10:21:09 pm »
there is a feature request for implementing consumable items... might help to +1 it >.>
https://openxcom.org/bugs/openxcom/issues/386

44
Work In Progress / Re: Ammunition Modding.... ^_^
« on: April 13, 2014, 10:16:42 pm »
1) no, because accuracy is based on the weapon - not the ammunition.
2) also no, because reloading is a hard coded one-size-fits-all cost. I do like your idea for this though. could also help offset HeavyPlas=win by making the clips smaller and reloads take longer.

45
honestly I think this idea could be implemented without any additional coding... you could just set up a manufacturing job to create a new aircraft, using up the damaged one. I don't know if it'd be faster than just letting the interceptor repair itself normally though, since the new craft would need to refuel as well as be re-equiped and reloaded. But it'd be useful/faster if used on an avenger.

Pages: 1 2 [3] 4 5 ... 7