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Topics - Unknown Hero

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16
HWP is a "remotely operated armoured robotic chassis".
It would be a nice option if the player must designate a soldier at base to control each HWP on the combat map (even for Base Defense mission).

The soldier gains experience when he controls the HWP (perhaps half the points he would have had if he had participated in direct combat), and the number of missions and aliens killed increases, it can also gain promotion.

If the soldier is killed or unconscious, the HWP can no more be used (unless the soldier again becomes conscious).



**********
***** Added 07/07/2014 - Start
**********


New facility:

HWP Control Center.

HWP Control Center is not needed to buy/build HWPs, but they can not be used.
Need to be built and need to assign soldiers for each HWP to be able to use them.
--> New screen for assigning soldiers.

Soldier can pilot HWP at Base for defense mission (only for the same Base as pilot soldier is located) and during combat mission (Skyranger, etc.) (only for troop transport at the same Base as pilot soldier is located).
The soldier gains experience when he controls the HWP, and the number of missions and aliens killed increases, it can also gain promotion.

If the pilot soldier is killed or unconscious, the HWP can no more be used (unless the soldier again becomes conscious).

Aliens can kill a pilot soldier, the HWP can no more be used for the current combat.
Aliens can mind control a pilot soldier and use the HWP.
Aliens can destroy facility, all assigned HWPs can no more be used (assigned HWPs are not destroyed).

Player can use the soldier normally if the HWP is destroyed.
Player can decide to use the soldier normally (the soldier can leave the HWP Control Center), but in this case, the HWP can no more be used (exept if the soldier comes back to the HWP Control Center).


**********
***** Added 07/07/2014 - End
**********

17
Suggestions / [SUGGESTION-UNCUT][#058] Access to Inventory screen
« on: July 03, 2014, 01:05:03 am »
There is already the possibility to access the "Inventory" screen from the "Equipment" screen, why not add this possibility from the "Crew" and "Armor" screens.

Equip Craft
     --> select a craft (ex: Skyranger 01)
              --> Skyranger 01
                       --> Equipment --> Inventory button


                       --> Crew --> Add Inventory button
                       --> Armor -->  Add Inventory button

18
Add more choices for Advanced option setting:

"Storage limits for recovery items"

"0" --> Affects General Store and Alien Containment.
"1" --> Affects General Store only.
"2" --> Affects Alien Containment only.

Default: "0"

Allow the player to choose between "Sell" or/and "Transfert to another base" when the limit is exceeded.

19
Work In Progress / Damaged Flying Suit, no more flying ability
« on: July 03, 2014, 12:35:13 am »
Is there a way to make a damaged Flying Suit loses its ability to fly?

Anti-gravity system destroyed during combat, and the soldier can no more use the flying ability for the rest of combat.

20
Suggestions / [SUGGESTION-UNCUT][#056] Direct access to bases
« on: July 03, 2014, 12:13:53 am »
If one day the UI is deeply redesigned, it would be nice to have direct access to each base (the 8 buttons for bases) into these screens:

* Base Information
     --> Transferts
     --> Stores
     --> Monthly Costs

* Soldiers
     --> Soldier List
     ** Psionic Training
          --> Psionic Training

* Equip Craft
     --> Interception Craft

* Research
     --> Current Research

* Manufacture
     --> Current Production

* Transfert
     --> Select Destination Base

* Purchase/Recruit
     --> Purchase/Hire Personnel

* Sell/Sack
     --> Sell Items/Sack Personnel

21
Add more choices for MODS option setting:

"UFOextender Psionic Line Of Fire"

"0" --> Affects Aliens and XCom Units.
"1" --> Affects XCom Units only.
"2" --> Affects Aliens Units only.

Default: "0"

22
Would it be possible to add a line in the mission report:

Civilians turned into Zombies by Chryssalid:  --------->  XX

Just for fun.  :)


***** added - start *****

The same for XCom Soldiers:

XCom Soldiers turned into Zombies by Chryssalid:  --------->  XX

***** added - end *****

23
What happens when aborting mission with Aliens onboard (Chryssalid, Zombie, etc.), and with Civilian?

Live Aliens should be brought to the base, and Civilians be safe.

How it is taken into account for the end of mission report?

24
When a XCom base is attacked by Aliens and they win the fight, instead of simply vanish, XCom team has some time (ex: 3/5 hours, to be determined) to try to take back its base.

The more time passes, the more base facilities are destroyed by Aliens.
The more time passes, the more items at base are destroyed by Aliens.
The more time passes, the more Aliens to fight (UFO Reinforcement mission).
Aliens prisoners join attackers Aliens crew.
The time limit expired, the base becomes an Alien base (Aliens can eventually conserve some facilities for studies, XCom fight in these facilities next attack).

XCom team can try to intercept UFOs with reinforcement troops (UFO Reinforcement mission).

All of this can be optional.

"XCom Can Take Back Base" - "YES" - "NO" - (default "NO")
--> "As Time Passes, Base Facilities Destroyed By Aliens" - "YES" - "NO" - (default "NO")
--> "As Time Passes, Items At Base Destroyed By Aliens" - "YES" - "NO" - (default "NO")
--> "As Time Passes, More Aliens To Fight" - "YES" - "NO" - (default "NO")
--> "Aliens Prisoners Join Attackers Aliens Crew - "YES" - "NO" - (default "NO")
--> "Time Limit Expired, Base Becomes Alien Base" - "YES" - "NO" - (default "NO")

The Aliens can do the same when one of their bases is invaded by XCom team.

XCom team needs to send reinforcement (troop transport) to add troops to the occupied Alien Base garrison.

The Alien base is destroyed (limit of 8 bases for XCom) if Aliens cannot take back their base (time limit expired).

25
Display a specific icon when the UFO is located above the land, and located above the sea.



As usual, the images are for explanation only.

26
Suggestions / [SUGGESTION-UNCUT][#051] Alien spotted in the dark
« on: July 02, 2014, 08:32:36 pm »
No, it's not about Area 51.  :D

One of your soldier has spotted an alien.
There is a red square to the right of the screen when the soldier is selected, and he can see the alien.

So, your soldier can see the alien, but you can't see the alien on the screen.
This happens when the alien is located in a dark part of the screen.
You know, when you move the mouse cursor all over the screen to try to determine where is located the alien.

Yes? You get it!  :)

So, I suggest to display a yellow 3D box at the alien position when this happens; the 3D box is removed as soon as the alien sprite is clearly visible on the map.

27
Suggestions / [SUGGESTION-UNCUT][#050] HWP - Minimal ammunition
« on: July 02, 2014, 08:04:47 pm »
Never got this message trying to assign a Tank/Cannon to a troop transport?
"Not enough HWP Cannon Shells to arm HWP"

"But I have already purchased these ammunitions!"
Yes, but not enough.

Display, near the HWP name ([need 30], [need 8] in this image), the minimum number of ammunition necessary to be able to use a HWP in the "Purchase/Hire Personnel" screen.

And also useful for all the available HWP mods for OpenXCom.



As usual, the images are for explanation only.

28
49) Add infos about Cost, Construction Time, and Maintenance when the mouse cursor is over a facility name in the Installation list.



As usual, the images are for explanation only.

29
48) Add infos about number of available places in Living Quarters, space used in General Stores, and available places in Hangars, automatically updated when the player modifies items quantity.



As usual, the images are for explanation only.

30
47) Change Soldier position in craft, quickly.

Left click on the "soldier sprite" switches to the "soldiers position in craft sprite" (Skyranger in this case), this can be done at base and also during equipment phase before combat (but not during combat).

As in "Mini Map" screen during combat, each yellow dot represents a soldier.
The red dot is the current position of the selected soldier (current inventory screen - Squaddie Jenny Robertson).
At bottom of the screen, an "Armor" button is also displayed to access the "Select Armor for (soldier name)" window (NONE, PERSONAL ARMOR, POWER SUIT, FLYING SUIT) and change the soldier armor; exiting the "Select Armor for (soldier name)" window come back to the soldier "Inventory" screen (where the button were left clicked).
Near the "Armor" button, the current soldier armor name is displayed (Power Suit in this case).

The player must left click on a yellow dot to switch the soldiers position, he can do this action (left click on a yellow dot) several times.

The "OK" button above the "soldiers position in craft sprite" switches back to the "soldier sprite" and the soldiers position change is validated (the player need to do this to validate the soldiers position change (the "OK" text can be replaced by "CHANGE" text, or "CONFIRM" text, or an icon)).

When the "soldiers position in craft sprite" is displayed, only the area over the "soldiers position in craft sprite", the "OK" button above the "soldiers position in craft sprite" and the "Armor" button are "active"; the player cannot select or move items (he can exit the inventory screen with no change with the standard "OK" button (top right in screen), or change soldier (previous/next soldier arrows), and if he change soldier, the "soldiers position in craft sprite" stay displayed.
If the player left/right click outside this area the soldiers position change is not validated (same as cancel the change) and the "soldier sprite" is displayed.



When the mouse cursor is over a yellow dot it turns green, and the inventory of this soldier is temporarily displayed (as long as the mouse cursor is over the green dot) (temporary inventory screen - Colonel Patricia Trujillo).
Right click on the green dot change the current soldier Inventory (quick change to another soldier), if the player change soldier (right click), the "soldiers position in craft sprite" stay displayed.



As usual, the images are for explanation only.

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