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Messages - Surrealistik

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46
XPiratez / Re: Ship Layouts
« on: September 04, 2016, 01:13:53 am »
Alright, pretty happy with this Cruiser layout thus far:

1st Floor (Engines/Engineering):

https://i.imgur.com/8MUwxHr.png
Spoiler:
2nd Floor (Medbay, Bathroom/Showers, Barracks, Storage Facilities, Weapon Systems & Gunnery):
https://i.imgur.com/djPD9xk.png
Spoiler:
3rd Floor (Bridge, Life Support, Lounge/Entertainment Deck, Briefing Room, Officer Accommodations):
https://i.imgur.com/pNre5sy.png
Spoiler:

47
XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: September 02, 2016, 09:36:46 pm »
Yeah I'll pay in runt space for not having top gals of the line for months at a time.

Also makes makes pushing for the "never get shot" gameplay more good play and less absolutely needed.
Certainly widens my options beyond see something and call in maximum fire.

This.

People often complain about how boring and lame smoke and snipe is... but the harsh reality is it's crucial unless you're running a huge pool of gals; adding options to expedite recovery times would address this flaw substantially.

48
XPiratez / Re: Bughunt
« on: August 31, 2016, 04:34:58 am »
Hard way? More like farm way, lol.

Hey man, you roll the dice enough and bad shit eventually happens.

49
XPiratez / Re: Bughunt
« on: August 31, 2016, 03:50:36 am »
If you can't be hurt, you're not stressed, you're not training. Which is shortened into: showing up, immediate surrender because nobody can hurt you. The "trivial mission" check is a pretty good idea. Although many enemies have grenades and it might not happen very often that they have nothing that can hurt anyone.

Beating up on a dummy counts as training, especially if it's moving and trying to dodge your vicious blows.

I do like the surrender probability being a function of your infamy though.

That said, if you refuse an enemy surrender, crush your enemies, see them driven before you, and hear the lamentations of their women, wouldn't that effectively _increase_ your score as a function of infamy (also would reward you for doing things the 'hard way')?

50
XPiratez / Re: Moral reaction for stun
« on: August 31, 2016, 02:48:39 am »
Another issue is demoralization farming: barely stunning an enemy with say a stun baton, then reviving with X-Grog, then beating him again, rinse and repeat.

You'd either have to trigger the demoralization once per unit, or restore morale when a stunned dude wakes up.

51
XPiratez / Re: Bughunt
« on: August 31, 2016, 01:53:19 am »
But how would you grind up risk free Reactions by beating the shit out of civvies with your Fun Police(tm)? ...aside from of course gaming the system by having someone use a baseline armour/outfit.

52
XPiratez / Re: Moral reaction for stun
« on: August 30, 2016, 10:38:40 pm »
Actually I do like the mechanical tradeoff of losing the advantages of shock and awe for opting to capture instead of kill; it further increases the difficulty of the former which is by far the more lucrative and rewarding option.

In balance though it should probably have some effect on morale, though not nearly as devastating an impact as killing.

53
XPiratez / Re: Suggestions on how to improve the mod
« on: August 30, 2016, 10:36:35 pm »
Muton/'Brute' civs should at least be able to falcon punch people just like the Merc Commando can.

54
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: August 30, 2016, 07:53:15 pm »
I like the Coup De Grace feature.

I only really use it during Mansion runs when I'm murdering people early to start a panic after TK projectors KO them while clearing terrain, but it's useful to me nonetheless.

55
OXCE Wishlists / Re: Solar's wishlist
« on: August 30, 2016, 07:36:43 pm »
As a Torontonian, at the center of the Canadian universe, pre-war cradle of the great MegaPrimus, I've no such issue with bandwidth caps despite having Bell as my ISP.

56
Playthroughs / Welcome to my Barbecue (PirateZ)
« on: August 30, 2016, 04:24:27 am »
Per the title; just a couple of awesome shots from a recent base defense against a bunch of Mercs in the PirateZ mod complements of nuclear weaponry:



57
XPiratez / Re: Voodoo buff ideas
« on: August 30, 2016, 03:27:17 am »
Not really a fan of Psi-O-Vision in general except at the shortest ranges. 5 is big enough to be useful in cramped/cluttered areas like UFOs without being unfun. I could see maybe 10 on a Coordinator, but no more than that.

58
XPiratez / Re: Bugs & Crash Reports
« on: August 30, 2016, 01:42:47 am »
Per my report about the AI there may be issues with Access Lift and Hangar pathing nodes.

59
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 29, 2016, 11:04:35 pm »
I'm referring to average players running through the game blind. Yes, if you've played PirateZ before, or otherwise know to interrogate every last thing because key techs hide behind the most obscure, unintuitive and unorthodox stuff (like scorpion interrogations and... costumes) you will do this.

60
XPiratez / Re: So ... I ran out of stuff to research. What now?
« on: August 29, 2016, 10:38:59 pm »
They are all pretty exotic though. The only reason you wouldn't want to capture them is because you have played the original game and know that interrogating aliens that aren't Leaders or Commanders makes no difference in the end so it could be the same thing here.

I mean, metagaming from the original games aside (which indeed compounds the problem), why would you want to capture the Chryssalid for instance? So you can interrogate it about its predilection for mass rape while it snaps its claws at you? I don't doubt that there will be people who capture to satisfy their curiosity, but from a design perspective it makes no sense to rely entirely on players having an unprovoked inquisitive impulse in order for them to proceed with key techs.

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