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Messages - Qpoter

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76
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: March 13, 2014, 12:04:02 am »
The way it works is that the X-COM units remaining on site ARE the recovery team. They are responsible for gathering artifacts, corpses, live aliens, and dismantling the UFO and its components after the mission has terminated. The actual UFO is NOT taken back to base, it is simply stripped of its components, including its hull, made from alien alloys.

77
Offtopic / Re: PLEASE HELP A VENEZUELAN FRIEND :)
« on: March 12, 2014, 11:37:02 pm »
Just look at Guatemala, Panama, Ecuador, etc. South America has been under pressure from the U.S. to conform to its agenda for ages now.

If you want to get an idea of just how severe the exploitation of other countries by the United States is, read Confessions of an Economic Hitman by John Perkins.

78
Work In Progress / Re: [Strategic Choices] - Armour Balance
« on: February 24, 2014, 12:23:58 am »
Quote
I'm interested in suggestions on the stat modifications, resistances and armour values though I've only touched the stat modifications in the attached ruleset.

What attached ruleset?  ???

79
Suggestions / Re: Make Dual Wielding Useful
« on: February 20, 2014, 01:27:49 am »
Some have suggested that the TU cost for akimbo fire should be higher, but this doesn't make any sense to me. Why would firing birth guns at the same time take any longer?

80
Suggestions / Re: Make Dual Wielding Useful
« on: February 19, 2014, 03:13:56 pm »
Pistols are more useful than a dedicated suppression weapon at close range. I would also use the more accurate auto shots of the bigger weapons at long range.

81
Suggestions / Re: Make Dual Wielding Useful
« on: February 18, 2014, 02:29:10 am »
Although I am by no means an authority on the subject, I think it is important here to determine what exactly is vanilla compatible and what should stay in the modding realm.

Options like self destructing alien weapons are included because they are simple features that require no conjecture in regards to game mechanics. Something like suppression, however, would involve some guessing as to the suppression values of certain weapons, what suppression affects, etc. Since we cannot guess to any reasonable extent what the original developers would have done with such a mechanic, the details of it would be very subjective, so in the interests of preserving and original experience that feature would be confined to mods.

Dual wielding, I think, qualifies for the advanced options menu because we can draw some reasonable conjectures as to the exact nature of its mechanics. We can assume that it would be restricted to single hand weapons only, that it would have the same penalty as using a two handed weapon with no free hands (20 percent), and that obviously aimed shots would not be possible. Pretty much anything else oversteps the line of conjecture.

82
Released Mods / Re: [ENEMY][MISSION] Cultist Mod
« on: February 16, 2014, 06:50:46 pm »
May I suggest you clean up your ruleset? I had to manually sift through and clean up all the unnecessary stuff. For example, in 'regions', all that you need is this for any given region:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_ALIEN_CULT: 18

But you have it cluttered with a bunch of other stuff which I assume is the result of directly copying from Xcom1Ruleset.rul.

83
Suggestions / Re: Make Dual Wielding Useful
« on: February 16, 2014, 06:46:12 pm »
Why would there be any loss in accuracy for using a weapon that can already be used effectively with a single hand?

As much as I want to dual wield Heavy Plasmas, I do agree that it would be ridiculous, so this would be restricted to single hand weapons (does the two handed flag apply to melee weapons?).

84
Suggestions / Re: Make Dual Wielding Useful
« on: February 15, 2014, 10:54:11 pm »
Afaik projectiles can't impact handobs.

85
Suggestions / Make Dual Wielding Useful
« on: February 15, 2014, 09:41:51 pm »
Right now, there is pretty much no good reason to dual wield weapons. Dual wielding could be made far more useful by having an option to fire both weapons at once. When this is done, the rate of fire is doubled, so taking an auto shot while dual wielding plasma pistols will take 6 shots. There will still be an option to use only one weapon at once.

 If weapons with different rates of fire are used, the highest time unit cost of the two for the given shot type will be used.

If you think dual wielding heavy plasma guns and using auto fire will turn any unit into a walking tank, you are probably right, but I propose a solution to this.

 Normally the penalty for firing two handed weapons with the other hand occupied is a 20 percent accuracy loss. However, when firing two 2 handed weapons at once, this penalty should be a whopping 60 percent, which will leave you with a very poor accuracy value.

86
Suggestions / Re: Alien Bleeding
« on: February 15, 2014, 08:44:12 am »
Calling all modders...

87
Suggestions / Re: Alien Bleeding
« on: February 14, 2014, 04:24:31 am »
They can't, I just tried.

88
Suggestions / Re: Alien Bleeding
« on: February 12, 2014, 01:13:08 am »
Poison as a damage type would be very nice. It only affects organic targets to varying degrees, but deals all of its damage in fatal wounds.

However, I don't believe damage types have been externalized yet.

89
Suggestions / Alien Bleeding
« on: February 11, 2014, 03:47:48 am »
There is a particular feature in TFTDExtender, alien bleeding, that allows aliens to take Fatal Wounds as well. This not only evens out the playing field significantly, it introduces a few new tactics that would otherwise not be practical to employ.

 A shot landing but not killing is no longer as big a deal, because either the alien will die soon or be rendered much less combat effective due to health loss or damage to a significant part of the body.

 If you want the best idea of how this affects gameplay, play TFTDExtender with the alien bleeding option turned on and you will notice the difference.

90
Suggestions / Soldier Customization
« on: February 10, 2014, 05:23:05 am »
I'm 100 percent certain that this has been suggested before, but I figured I'd give it a go regardless.

When I say soldier customization, I mean something akin to the XCOM 2012 system, where you mix and match things like hair and hair color, face, skin color, armor color, helmets, etc.

The majority of the work required to implement this would consist of drawing tons and  tons of new sprites, something that I'm not entirely sure is feasible (and it's also modifying a lot of original game art assets). But I think all of us at one point have wanted to give our soldiers jungle camo on jungle terrain missions or to give face masks to soldiers on terror missions to conceal their identities.

I realize that this feature and purely cosmetic and that currently there are other priorities in mind for the OpenXcom team, but at some point or another after 1.0 I wound like to see this happen.

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