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Messages - Solarius Scorch

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Work In Progress / Hybrid game
« on: February 05, 2014, 10:10:32 am »
Many people request a "hybrid game" by combining elements of UFO: Enemy Unknown and TFTD. In my opinion, the only way it'd work would be to make a complete merge of these games, also on the level of mechanics and storyline. Basically:
  • When a UFO is shot over water, it isn't destroyed; you can recover it with Aquanauts.
  • X-Com has both aircraft and subs. Only subs can go on underwater missions, but they can't fly (it's 1999 after all). Therefore you need separate underwater bases for the subs.
  • TFTD aliens and UFOs probably wouldn't fly, they're just navy. Otherwise some aliens (Tentaculats, Hallucinoids etc.) would die if the UFO crashes on land.
  • What about the ending - would you go for Cydonia, T'leth, or both? This needs to be decided/planned.

To sum up, I'd absolutely love the idea, but it would be quite demanding. Still, I think it's perfectly doable by our team.

Released Mods / Re: [WEAPON] Minigun
« on: February 05, 2014, 09:54:53 am »
i also replaced the sound and fixed the handobs

The handobs were indeed broken and meant to be replaced. The sound is a matter of taste. After all I will make two miniguns of different weight/power - handobs will be the same, they will only differ the bigobs, ammo and sound (and stats of course).

Released Mods / Re: [WEAPON] Minigun
« on: February 05, 2014, 01:04:08 am »
Adding my 2 cents to the minigun hype, I've redesigned the Bigobs for it (flashy neon light might be over the top, but it's easy to remove), and also I drew a backpack (yet again using nice Ryskelinii's LMG clip as a base :3 ) Feel free to use it if you like it, Solar!

Thanks! I guess that'd require a boost in clip size! XD

Suggestions / Re: restore the original Power Suit
« on: February 04, 2014, 11:50:57 pm »
Interesting. Are you using ANY mods at all?

Released Mods / Re: [WEAPON] Minigun
« on: February 04, 2014, 09:46:14 pm »
i've put my own spin on this weapon (pun definitely intended)
see what you think.

Ah, you did what I was supposed to do :) Thanks :)
From the ruleset, I like it, though I didn't have the chance to try it out. Still, I see what you did there.
Nevertheless, I'll keep the old weight and firepower. It's really not too heavy to use, you just need a big girl - okay, or a big guy - to carry it... :) And I think 20 shots will stay. But seeing how many people want a similar, but lighter weapon, I think I'll try and make it.
Now I need to do the tank... Probably over the weekend... Then I'll update the mod.

EDIT: Saw the sprites update. You are too good for us.

Work In Progress / Re: Brainstorming for slower technological progression
« on: February 03, 2014, 07:35:01 pm »
Well, if they use the plasma clip to overload and vaporize the weapon... I guess?

It'd either vaporize a crater around the alien corpse or not vaporize the weapon very well. :D

Troubleshooting / Re: healing and melee don't like stairs
« on: February 03, 2014, 10:26:21 am »

Isn't much of a problem with healing, but melee suffers.

Work In Progress / Re: OpenXcom MODSITE Portal [UPDATED]
« on: February 03, 2014, 10:04:41 am »
I just had a thought that the new website should also have a place for modding resources, not just mods. I mean things like custom sprites, pcks, sounds etc. I feel that mixing them with actual mods (ready to play) wouldn't be very functional, since most people come for the mods, not the resources.

Work In Progress / Re: New Hit- and other animated sprites
« on: February 03, 2014, 09:59:46 am »
Anyone interested in recolored hit animations from SMOKE.PCK?
This can be done quite easily shifting colors in Photoshop.

Sure, there's never enough resources :)

Work In Progress / Re: Brainstorming for slower technological progression
« on: February 03, 2014, 09:58:52 am »
Wouldn't it be plausible that the alien weapons would have biometric sensors to lock them against misuse, and even to trigger self-destruction?  All the game needs is for it to be explained in a believable way.

>Able to reverse-engineer a power source based on exotic energies in under two months
>Unable to break a biometric lock in a lifetime

As you say, it should be believable. :)

Suggestions / Re: Ideas from laser squad nemesis
« on: February 02, 2014, 03:29:17 pm »
Power 60 seems too strong, if you consider other weapons... :P

It all depends on how you look at it... It would be nice if there were two attack modes, with one being significantly stronger but also costly in TU - sort of a "sneak attack"...
Fine, fine. I'll make it 40. :P And let's get back on topic before we're blaster bombed.

Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: February 02, 2014, 03:25:40 pm »
How about bringing the LMG's damage up do 30? Its ammo really shouldn't be weaker than the rifle's, and moreover, after MUCH deliberation, it's an inferior weapon as of now (heavier and much less accurate).

Open Feedback / Re: zombification as property of item not unit
« on: February 02, 2014, 02:38:22 pm »
Exactly! So, is it possible to have a terror unit like a Triscene which has a living weapon (bite) and a non-living weapon (cannon)? Or make them both living weapons, to the same effect?

Suggestions / Re: Ideas from laser squad nemesis
« on: February 02, 2014, 02:19:17 pm »
Then those knives are overpowered... :P
Nerf NERF!!

Not really - Power 60. I'm just such a great commander. :P

Released Mods / Re: [WEAPON] Minigun
« on: February 02, 2014, 12:12:40 am »
Thanks Warboy, this is valuable info. I'm still considering the other option just for general destructiveness of the environment, but I guess we'll have this with consecutive fire too.

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