A simple solution would be to make an 'official' submod that either removes the timer or puts it back, depending on which population of mod players gets the upper hand.
Feel free to make it, if you like. I would prefer to focus on other stuff myself, but I totally don't mind if someone else does it.
Moreover, I propose adding 'isExplodingInHands: true' to most if not all grenades, to discourage the excessive pre-priming mentioned by psavola in the thread the quoted post came from. As I recall, Solarius isn't a fan of pre-priming, either.
Good initiative. :>
I have a solution. what if both existed?
by that I mean have two grenade types, one is a timer based design, the other is a normal pin based grenade.
I'm against it; that would mean a lot more items just for one option. Substandard design, I'm afraid.
Loving this mod.
Thank you!
I notice these OXC options are disabled / purple:
- Allow Psi-Strength Improvement
- Instant Grenades
Could you expand a little on why they're unavailable?
The first is completely against the established x-Com canon (and would ruin the balance), and the other is a brutish cheat (which ruins the balance even more).
It's kind of disappointing in my current playthrough - I rolled a lot of early soldiers with low PSI strength who have now been on 50+ missions and I'd love a path to salvage them so I don't need to sack half my crew.
Frankly, I don't quite understand the logic behind sacking such soldiers. I've never done this, even in vanilla. Just don't take low psi agents on missions with psionic enemies, there aren't many of them. Also, this is exactly why Blood Boosting exists: to make use of agents who are naturally poor at psionics.
Psi Strength is an important factor which must remain outside of the player's direct control, else all agents will have the same optimal career path.
Also, I really recommend using the Apocalypse-style equipment assignment, it really saves time and helps keep things in order. But it's a matter of taste.