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Messages - AlienMuncher

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16
Released Mods / Re: [WEAPON] Dart Rifle
« on: June 24, 2014, 01:25:09 am »
And even if it fails as a weapon, civilian market sure as hell would benefit from it - according to the latest survey conducted by the British Scientists on Darts Premier League aficionados... ;)

How about Net Gun used for riot control? It could effectively surprise / immobilize alien for enough time to send party of fellow Stun Rod cavalry?

17
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 23, 2014, 08:19:24 pm »
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FYI I'm working on a mod that limits base space.  The idea is to stop people just have one big base with every thing in and just having the other bases as intercepter base.

The same goal basically can be achieved by modifying max. number of personel of Living Quarters, Workshops or Laboratory and by adding new buildings like for example Warboy1982 Training Centre. Seems to me it is better to put all effort and ingenuity in design of new buildings (function wise) than scaling up existing ones!

18
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 23, 2014, 01:33:57 pm »
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Fair point.
However, I would suggest a less drastic solution: the Hyper-Wave Decoder could give you only mission and alien race data, but no information on UFO size or speed. Therefore you'd need both installations to have a complete picture.

True. Exact speed and size would come from Advanced Radar System which radius could be equal to oryginal Hyper-Wave Decoder and its UFO detecting ability - let's say 70%? Thus in the radius of Small radar system player would achieve 100% detection, in the radius of Large Radar 90% and beyond that - 70% (it is just a general idea how whole system could work). Large Radar system though should have smaller detection radius so to leave some area covered only by Advanced Radar with 70% detection probability (thus alien ships would have a fighting chance of not being detected all the time)

In this way even on later stages of the game player would have to rely on all 4 detection systems, which also by huge difference in maintenance (4 systems instead of just 1) would made bigger inpact on economy aspect of game.

19
Work In Progress / Re: Equal Terms Mod for OpenXcom
« on: June 23, 2014, 01:14:20 pm »
Welcome KingMob4313! I like the idea of gradually lowered accuracy after each fired shot with chemical propellent weapons or any weapons with significant recoil on that matter!

I've always appreciated work you put in ETM, although have never felt the need of introducing real ammo or weapons equivalents to the game. There are of course those who like it I just think Pistol, Assault Rifle, LMG work good as well!

20
Work In Progress / Re: [Request] Extra facilities for human base
« on: June 22, 2014, 05:53:15 pm »
Lot of great ideas here!

What do you guys feel about Ufo Detection Systems? For me Hyper Decoder felt little over the top in game. What I think it should do is only give details about ufo detected by the radar - size, mission details, etc. Since its development in game made radar systems obsolete, it would be nice if it was still necessary to keep some kind of detector along Hyper Decoder. I don't know about its detection ability though... Maybe lowered to 60-80% with ability of additional boost by some other technology/building?

21
Work In Progress / Re: [BETA] Recycled Elerium
« on: June 22, 2014, 05:26:38 pm »
Haha, I've just finished my post in other thread, when I stumbled across yours, so forgive me for quoting myself:

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Further I think introduction of this mod with Terran Plasma Weapons would effectively balance the game by making aliens weapons totally useless. I'd love if ex. alien weapons could've been dissasembled in workshops into Allien Alloys and Ellerium, and on top of that, making any Human Plasma Weapon would require Alien Weapon equivalent (Human Plasma Rifle would require Alien Alloys, Ellerium and Alien Plasma Rifle) - with logic behind it that although size and shape of alien weapons makes their use by humans impossible, some of their components can be use to produce human's equivalent.

You reminded me about clips though, but I imagine clips could be used exactly same way. Or maybe they could require only small amount of effort (time and components) to be adapted to use with Terran Plasma - thus making them easy to manufacture for further sale on the market?

I'm also thinking that maybe only weapon should dissasemble into alien alloys and clip into elerium?

So many choices, so many choices...

22
Released Mods / Re: [WEAPON] [CRAFT] Tyran_nick's mods
« on: June 22, 2014, 04:46:09 pm »
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I don't want to come out as conflictual, but I would like to object to this idea (not for the first time), because it doesn't hold water.
What is the requirement for operating a heavy plasma? Hands.
What are Sectoid's hand like? Human-like.

You're not conflictual at all. I don't think actual explanation really matters (can be anything anyone finds reasonable enough). IMO in this case most important would be to restrict humans from using alien weapons (as you pointed out - reasons may vary :) ), for the sake of more diverse and fun gameplay.

23
Released Mods / Re: [WEAPON] [CRAFT] Tyran_nick's mods
« on: June 22, 2014, 03:48:25 pm »
Let me just first congratulate tyran_nick on this mod! Great work!

I like the idea of making human equivalent of plasma weapons. My own thinking behind it, as probably shared by many, is that humans - although capable of comprehend aliens technology - due to lack of biological diversity among human races, are not able to implement Plasma Technology in field weapons in the same manner as aliens do. Thus it is required to invent weapon better suitable human physical characteristics, that are capable of delivering comparable punch to plasmas.

I've come across two mods already introducing diversity to plasma weapons.  Chico's New weapon graphics and Shadow's Terran Plasma Weapons. IMO Human's Plasma should place somewhere between Laser Weapons and Alien's Plasma. Mass Accelerator weapons in this scenario could've been crown jewel in human arsenal - lightweight, with better accuracy than Alien's Plasma and only marginally slightly less power.

I think that in this light tyran_nick's mod adds quite a lot to the game. Not only by making larger research tree (slower progression), but also adding diversity to human arsenal. As always devil is in the details, so some tweaking would be necessary to balance all weapons altogether. I love the idea nonetheless!

Further I think introduction of this mod with Terran Plasma Weapons would effectively balance the game by making aliens weapons totally useless. I'd love if ex. alien weapons could've been dissasembled in workshops into Allien Alloys and Ellerium, and on top of that, making any Human Plasma Weapon would require Alien Weapon equivalent (Human Plasma Rifle would require Alien Alloys, Ellerium and Alien Plasma Rifle) - with logic behind it that although size and shape of alien weapons makes their use by humans impossible, some of their components can be use to produce human's equivalent.

24
Work In Progress / Re: [The Final Mod Pack] Vessels part
« on: June 22, 2014, 02:41:11 pm »
I've always thought game would benefit from wider selection of crafts from the beginning. IMHO there should be no need of research to aquire improved interceptors. It would be better just to make them more expensive. I added Raven as Advanced Interceptor / Patrol Craft and Sentinel as Advanced Heavy Fighter.

I made stats like this:

                               Interceptor            Raven             Sentinel
Maximum Speed:        2,100                 2500                 2000
Acceleration:                3                        4                       4
Fuel Capacity:             1,000                  1200                  800
Weapon Pods:                 2                        2                       2
Damage Capacity:       100                    140                   200
Initial/Monthly Fee:    $500,000           $800,000          $900,000

It would be nice if Sentinel could have 3 weapon mounts instead of just 2, and Raven was only limited to light weapons (cannon, light missiles).

When it comes to later crafts I think it is too easy to be able to just use components from shot down ufo's, without the need of assembling them before further usage in Terran Crafts, ex.: navigation for Terran Crafts should be assembled from Elerium, Alien Alloys and Alien Navigation (same with Power Source). Also only then it could've been sold on market. IMO price of Alien UFO components should be 0 (as there is no possibility of sale restriction). Same goes for Alien weapons, but I imagine economy ballance doesn't fit this thread. :)

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