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Messages - Solarius Scorch

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11386
Exactly. I mean it would be great to have hard and soft cover - where bush is soft cover and a concrete wall is hard cover. Soft cover protects less efficiently, but doesn't get destroyed by shots as easily. Still, this is not the case in X-Com.

11387
Work In Progress / Re: [WIP] Nova Robotics SAINT
« on: January 31, 2014, 03:56:05 pm »
Looks cool and fresh.

does it defuse bombs? :)
(Though they would have to be Blaster Bombs...)

11388
Released Mods / Re: [WEAPON] Fusion Torch
« on: January 31, 2014, 03:51:35 am »
Accuracy is fine; it's not always easy to cut the wall.

As for the 500 damage, I just heard that 200 is enough to cut through UFOs, and 250 through the Skyranger (if you really want this feature). Perhaps you should consider bringing it down to these values, to give the poor Reaper some survival chance. :)

I haven't reached your torch yet, but I'll try it as soon as I research it. :)

11389
Released Mods / Re: [WEAPON] Fusion Torch
« on: January 30, 2014, 04:58:10 pm »
This. Looks. Awesome.
I hope you get it pretty late though, after Heavy Plasma Gun, Flying Suit and psionics... Otherwise it might be unbalanced.
I'd also increase TUs to at least 85%. This shouldn't allow for more than cutting holes in the scenery, or perhaps an alien unfortunate enough to wander close at the beginning of your turn.
Anyway, I'll certainly use it!

EDIT: OK, I check the ruleset and it seems it needs a Blaster Launcher/Bomb. Not bad, but I'd suggest adding Elerium-115 to the prerequisites, as you need to make your own clip design to power this baby.

11390
Offtopic / Re: Master of Orion races as enemies
« on: January 30, 2014, 03:56:13 am »
Good thing they haven't researched Stellar Converters yet, or have they? :)


At least the original aliens only want to eat and enslave us!

11391
Released Mods / Re: [WEAPON] Minigun
« on: January 29, 2014, 09:40:55 pm »

I use it with PowerArmur (  as the name suggests is the power source  ).  So it give  soldier a extra strenght .  Also in  ufo: aftermath  minigun requires a hevy armour  had there have exoskeleton and power source  so troopres could carry it

Yes, it's a good design, but I didn't want a total overhaul mod just yet :) Therefore I made this little mod with no such armour features in mind.

11392
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 29, 2014, 06:02:36 pm »
Well, how would they know how to fly it back? Even if you had researched UFO navigation, your squaddies wouldn't necesarily have learned it, or it might not even be possible to control the spaceship without having the right Psi-abilities / mind vibrations.

same way they did it in the Independence Day :P

11393
Suggestions / Re: Ideas for new alien races?
« on: January 28, 2014, 04:46:39 pm »
Interesting. Let's see:

Energy beings: don't really fit the theme; anyway, they would be dealt with swiftly once you research lasers or plasma. :)
Grey aliens: no comment.
Insectoids: sort of everyone; they do work as a hive, with the Queen and all. More literally, Chrysalids.
Little green men: not really, although we have very big green men. I wouldn't mind seeing some though.
Nordic aliens: not present in the game. Perhaps these are our aliens' mysterious enemies?
Reptilians: well, Snakemen are this indeed, although the traditional Reptilians are way more humanoid and intelligent; they're supposed to be spies and negotiators.

Also, I'm fairly sure I've seen lookalikes of Floaters and Snakemen, and I think Silicoids, in some TV show on ufology. I might be wrong though, it's been years. :)

11394
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 28, 2014, 12:15:52 pm »
They get an early pass for Cydonia!

And now, latest news: UFO hijacking! :D

11395
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 28, 2014, 11:56:49 am »
I would actually prefer this as a player, since I could just storm the UFO and wait inside instead of hunting all the enemies hiding outside... Especially if we ever get bigger maps. Still, I think it'd be wicked.

11396
Suggestions / Re: Solider status icons
« on: January 27, 2014, 03:11:43 pm »
I think it would be more streamlined if the icons were shown somewhere on the bottom interface bar, preferably on the rank picture.
Having said that, I would absolutely love to see which of my soldiers are critically wounded without entering their stats screen. Sometime you can even miss the fact that someone's bleeding to death.

11397
Suggestions / Re: Scenarios
« on: January 27, 2014, 01:31:29 pm »
Looks like a new type of alien mission setup to me. This could be done by adding a new loadout to the Battleship.
And yes, I would like to see such atypical configurations once in a while, provided it's not too common.

11398
Suggestions / Re: Ideas for new alien races?
« on: January 27, 2014, 12:53:35 pm »
There is one "strictly" canon alien race that is not present in the game: the Aerials. They were featured in the X-Com: Interceptor as ace pilots. We could add them!
Otherwise, it is worth noticing that most, if not all, alien races were based on actual reports from people claiming to have been abducted. Therefore it's strange that we don't have space lizards. Recoloured Tasoths maybe?

11399
Suggestions / Re: Soldier salaries?
« on: January 27, 2014, 12:30:03 pm »
Base defense mission should contain a few call-girls units, running around in a panic.;)

Hmm, this can be done relatively easily using TFTD bikini sprites... Mwahahaha!

A very expensive funeral...

Yes, I haven't thought of this. :)

11400
Offtopic / Re: I used to love storming UFOs but then I realized...
« on: January 27, 2014, 12:17:57 pm »
Frankly, I like Quixote's approach based on randomization. We can't avoid being exposed to information because we simply are in this community and want to remain here, so we can't isolate ourselves from knowledge. :) Making the game prevent us from "running the numbers" seems like the best option.

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