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Messages - Qpoter

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46
Suggestions / Re: Optional Bonus for missions
« on: June 15, 2014, 08:07:49 am »
If the aliens don't immediately go to town on your base, that'd be a pretty cool mission. You'd be fighting for the whole base, although maybe some stuff would be lost either because the aliens destroyed it or it was a casualty of the base defense mission.

47
Well, the worst you can get is 0, so I wouldn't be surprised if I had someone with Psi Strength of 0 at one point.

48
-Cloning Vats - used to create more aliens from organic matter.
--Genetic data needed to make anything better than Sectoid Soldiers
--Aliens also require other resources according to type (ex. Floaters need a bit of Alloys+Elerium, Cyberdiscs a lot, Ethereals just tons of genetic data)

Ethereals are kind of the masterminds behind the invasion, they wouldn't be cloned.

49
Suggestions / Re: Chain Reaction for explosion
« on: June 14, 2014, 03:27:16 am »
Good idea, although it shouldn't happen in all cases (a Blaster Launcher explosion would just turn the grenade into ashes instead of exploding it).

50
Suggestions / Re: Remove All Armor feature in the armor screen
« on: June 14, 2014, 03:16:36 am »
Also, there's an 'Unload' button in the Equip Crafts screen for New Battle, but it's not in the main game.

51
Suggestions / Re: Optional Bonus for missions
« on: June 14, 2014, 03:12:02 am »
When you abort a mission with a soldier outside the craft (maybe unconscious, maybe not), I always liked to assume that the aliens tried to capture them and take them to alien bases.

Say this was implemented. After this happens, the next time you assault an alien base it would be a secondary objective to free your captured soldiers. However, if that soldier wasn't unconscious at the time you aborted the mission, there would only be a 50% chance of them being present in the alien base, and not lost forever, since they may have tried to fight back.


52
Suggestions / Re: Preview soldier sprites?
« on: June 14, 2014, 03:02:39 am »
There's a thread somewhere that suggested something like this, but I can't find it right now.

It suggested having a little square 'portrait' image of the soldier on their Stats screen, and the concepts looked pretty good. Maybe it's just me, but I don't think putting the soldier image in the background like that is really X-COM's style.

53
Suggestions / Re: Grenade Ideas/Tweaks
« on: June 14, 2014, 02:55:35 am »
This would all make using grenades a lot easier overall with the Instant Grenades option and would also give more customizability to modders.

54
Open Feedback / Re: Fuel Percentage
« on: June 10, 2014, 02:52:55 am »
This makes a whole lot more sense now. Falko's code should be implemented to avoid any more confusion.

55
Open Feedback / Re: Fuel Percentage
« on: June 08, 2014, 11:25:06 pm »
Happens a lot with the Skyranger for me, where it returns to base due to low fuel even though it's at 90-something %.

56
Offtopic / Re: How "disposable" are Xcom troops to you?
« on: June 08, 2014, 12:25:10 am »
I value my soldiers a lot. I always take a very good look at the stats of all new recruits. If they can't contribute anything to their squad or just have poor overall stats, I sack them, for their sake and X-COM's sake.

57
Open Feedback / Re: AI better now!
« on: May 14, 2014, 10:45:59 pm »
Thanks warboy  :)

58
Open Feedback / Re: AI better now!
« on: May 14, 2014, 07:34:28 pm »
I have a few questions about the AI.

Does the intelligence value determine how long the alien remembers your last known position, or your exact position?

Also, what exactly does the aggression value do? The wiki doesn't explain it very well.

I'd like to say that I really enjoy playing with the new AI, it's a lot better than the original.

Edit: position, not poison.

59
Suggestions / Re: Numbers on Sliders in Options Menu
« on: May 14, 2014, 07:19:36 pm »
That may be true, but a percentage number could be used instead. Most people will have a decent idea what 50% fire speed means. If anything it should at least be done for the volume sliders.

60
Suggestions / Numbers on Sliders in Options Menu
« on: May 10, 2014, 06:54:44 pm »
This is a very minor suggestion I'd like to make, although I'm surprised it wasn't done already with the UI overhaul. It's incredibly annoying to fine-tune the sliders in the Options menu, and this could easily be fixed by simply putting a number on the slider button, which was actually the case BEFORE the UI update... still really confused why it was decided to remove them.

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