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Messages - LeBashar

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76
Work In Progress / Re: [UFOPAEDIA] Modding Ufopaedia
« on: August 07, 2014, 08:20:47 pm »
Quote
if you have a look at all games from more than ten years, a global tech tree is quite always provided

I think it's a common mistake. Take for example "civilization". In your first game, even with the complete tech tree, you don't really know what is the better path, because you lack of real clues.
After you finish the game many time and begun to found it too easy, you'll read strategy guides (or made your own) and after that, the tech tree has lost all point because you perfectly know what is usefull and what is not.
And this is why I say it's a mistake : when you discover the game you don't need it because there is so much to discover, and when you are a veteran, you don't need it no more = tech complete tech tree is useless in both of cases.

But you lack clues for help you to make the right choice, in your first game. In civ's, this has been partially solve by "advisors", which give you advice for what next tech you should discover in function of some flavor (military advisor or economic, etc.). But it is not sufficiant because the advisor don't tell you why you should discover this before that.

In openXcom, we have the vanilla's model :
- nearly no hided tech, and the only "tech path" is clearly explain in ufopedia : "you need a leader", or "you need a commander".
And the TFTD's :
- some hided tech but with no clue. You must research "depp one" to be able to search aquaplastic, but nowhere it is said, and it is not even logical. The same for vibrolam which need calcinite autopsie, but why ? you could be stoped in research tree but without any way to know how to restart.

The right path for me is between this two. You need to have as much clues in the game to avoid the need of searching elsewhere informations in wiki or else, but, you should don't have all informations, because it will break the mysterie and discovery part (and was boring for those who don't even read when there is too much informations).

And for the time the research will consume, the player will quickly be informed of that, by begining it. After few days, the progression show him if it will be a short research or not.

77
Work In Progress / Re: [UFOPAEDIA] Modding Ufopaedia
« on: August 07, 2014, 01:07:02 pm »
I'm not really like this exhaustive pedia. For me, the unknow is a part of the research, and it should remain the same. The thing which should be changed is to give more information of what scientists assume : "we have discover that, and we think with some studies of this we can probably found something usefull".

In my mind there is two thing to avoid :
- too easy research, like in vanilla's
- too difficult because totally unrevealed research path, like in some mods were you need many step but without any clues about that

So there must be some step, and the player should have some clues, but not the exactly right path.

78
Interesting mod, but I think the human armored body don't fit very well with sectoides. Maybe something could be done with the elder sectoide of ryskeliini in this page : https://openxcommods.weebly.com/downloads11.html

79
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 06, 2014, 11:17:34 am »
I have add some TUs  to the reaper and it seem good, but now I ask myslef if they should be able to do some damage at and armored tank or not ? (actually they're not, but I ask this question because they seem love to attack tank before soldiers if there is some).

80
Work In Progress / Re: [UFOs]A better way to get UFO information
« on: August 05, 2014, 09:49:32 pm »
The player can produce ufo navigation, no ? it is a problem with your idea.

81
Work In Progress / Re: Melee attack of living weapon
« on: August 05, 2014, 03:25:32 pm »
so nothing  ;D

It's just before change something I like have really understand how it's work. Thanks for your help.

82
Work In Progress / Re: [UFOs]A better way to get UFO information
« on: August 05, 2014, 11:45:46 am »
I don't think this is so logical ?

The information about on UFO should be the result of : information gathered in flight after detection + information gathered in the air combat + information gathered when the UFO is disassembled and transform on "in kit form", no ?

83
Work In Progress / Re: Melee attack of living weapon
« on: August 05, 2014, 11:35:03 am »
OK, thanks. But it seem there is never a "power" defined in ruleset for melee builtin weapon of terrorists.

84
Work In Progress / Re: [UFOPAEDIA] Modding Ufopaedia
« on: August 05, 2014, 11:30:07 am »
For me it should be logical to have stats and resistance after the first autopsie, and not after a live alien interrogation.

The research process for me si you first studie a corpse, than, you learn how to keep him alive or kill them faster and then you could try to capture one which can talk and give some others informations.

85
Work In Progress / Re: Melee attack of living weapon
« on: August 04, 2014, 11:14:36 pm »
ok but the "strenght applied" mean strenght is egual to the power of the unit and is used in damage formula like other weapon or is it different for this ?

86
Work In Progress / Melee attack of living weapon
« on: August 04, 2014, 09:15:46 pm »
I have search but found nowhere how is defined the power of the leaving weapon which attack with melee. Is their strenght the power ?

I try to make the reaper less useless, and it is with many TUs more, but I would also try to change his power, if it is possible.

87
Suggestions / Re: New Medi-Kits
« on: August 04, 2014, 05:33:26 pm »
If stats can be modified by bonus or malus limited in time, this can make possible all sort of fun things :
- battle drug
- flashbang grenade (real ones)
- anti armor weapons, which only decrease armor, quiclky, or slowly over the time.
etc.

88
Suggestions / Re: [OpenXcom] Something possibly overlooked
« on: August 04, 2014, 05:28:00 pm »
It seems like the panicked guy which fire every ammo of his gun, even if it has not as many TUs to do that.

panicked soldiers are ultimate terrorism weapons  ;D

89
Work In Progress / Re: Ablative armor
« on: August 04, 2014, 11:16:40 am »
you're right, this could be solve my problem but it could make some news : what is the point of damaging a armor tank with a pistol ? the original mechanic with a threshold under there is no damage at all is realistic. Even 10 000 pistol round will not damage the armor of a tank.

I've made few try but even with the TFTD damage formula, the damage variation is to huge for make something like an ablative armor.

Nevermind, it was just an idea for the lasts steps of my mod. I will search anything else.

90
Suggestions / Re: "No Alien Nightvision" setting
« on: August 04, 2014, 11:09:56 am »
But, don't you fear this give alien a huge malus ? they don't have light flare to throw everywhere.

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