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 - Surrealistik

Pages: 1 ... 29 30 [31] 32 33
451
Suggestions / Add Option To Allow Infiltrated Countries to Be Liberated
« on: August 13, 2015, 09:51:42 am »
https://openxcom.org/bugs/openxcom/issues/341

I think it should work like this:

If an infiltrated/withdrawn country hosts no alien colonies/bases there is a % chance that they will rejoin X-Com at the end of each month that scales with the score for that month if X-Com managed to obtain a rating of 'Good' or better. This % chance is further increased in proportion to the score X-Com accumulated in that country's territory.

In general, if they would increase their funding if they were still a member nation they would rejoin assuming there are no alien bases in their territory.

To compensate for this, the aliens may be more aggressive and proactive in their attempts to infiltrate countries.


Also, for the love of god, if I shoot down the vast majority of an infiltrating armada before it lands, or stop a landed Dreadnought via a ground assault, please don't let the country get infiltrated anyways; that is just straight up bullshit. I know it was like this in the source game, but it was a stupid design flaw then, and it still is now. Easily my biggest peeve/annoyance.

452
OXCE Suggestions Abandoned / Re: Add Execution Advanced Option
« on: August 13, 2015, 06:39:54 am »
Not that ez because you have to relocate all the loot (or I have to carry the alien's fat ass away). Again, it's stupidly microintensive and time consuming; there's no reason I shouldn't be able to just straight up merc an unconscious alien.

453
Playthroughs / Aliens Should've Brought More Lobstermen
« on: August 12, 2015, 08:12:58 pm »
Hooah! Get some!

The free Lobsterman Commander and Navigator were appreciated.

Ironman/Superhuman/No disruptor pulse launcher/No MC run.

454
Suggestions / Show TU Cost of Inventory Screen Actions
« on: August 12, 2015, 12:46:52 pm »
Per the subject; TU cost to transfer equipment or reload (if ammo is selected) might highlight and display when mousing over an inventory slot or weapon.

455
OXCE Suggestions Abandoned / Re: Add Execution Advanced Option
« on: August 12, 2015, 03:20:52 am »
Please make this real; sorely needed.

456
Suggestions / Re: Allow For Sale of Excess Captured Aliens
« on: August 11, 2015, 10:42:36 am »
Ah; interface should show this in that case.

457
Suggestions / Re: Allow For Sale of Excess Captured Aliens
« on: August 11, 2015, 10:21:41 am »
It's on; this doesn't seem to allow me to sell off excess aliens when I'm prompted to dispose of some however after capturing more than capacity during a mission.

458
Per the subject.

Would make these significantly more useful.

EDIT by Meridian: implemented here: https://openxcom.org/forum/index.php/topic,8634.0.html

459
Suggestions / Allow For Sale of Excess Captured Aliens
« on: August 11, 2015, 09:51:17 am »
When you're prompted to make room for additional aliens captured due to containment capacity being exceeded, you should be allowed to sell off the specimens you're vacating/rejecting rather than just terminating them.

460
OXCE Suggestions Abandoned / Re: Add Execution Advanced Option
« on: August 11, 2015, 09:49:36 am »
Oh my god. Yes please; for TFTD and X-Com.

Would make my TFTD run with gear self-destruct so much less tedious; have to spam stuns in order to get a decent gear haul, but that in turn requires a stupid amount of micro to deal with the unconscious aliens.

461
OXCE Suggestions Abandoned / Re: Add Execution Advanced Option
« on: August 11, 2015, 06:09:05 am »
That takes forever though; I just want to put a bullet through their head without wasting countless mountains of TUs and Stim charges.

462
Would be nice if there was a way to execute unconscious aliens on the ground or that you're carrying with a held weapon, instead of having to drop a grenade.

463
Open Feedback / Re: TFTD - 2-stage missions
« on: August 09, 2015, 07:53:19 am »
Soldiers that fell unconscious in the first stage should probably be recovered in the second upon abort; at least if the first stage was 'won', since the area would be secure enough to at least retrieve them.

464
Open Feedback / Re: Incendiaries
« on: August 08, 2015, 09:23:52 pm »
I'm aware of the potential tactical applications of incendiaries.

The problem is that outside of illumination, and the very early game, they are completely impractical and ineffective, unless you like spamming the hell out of the end turn button and using far too much of it.

465
Open Feedback / Re: Incendiaries
« on: August 08, 2015, 11:35:52 am »
Sure, but is there a mod that makes them better?

Pages: 1 ... 29 30 [31] 32 33