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Messages - Arthanor

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46
Fun to watch maybe?

*LPer spends 30 minutes setting up the perfect team, you fast forward that, starts mission, everything gets MC'd and/or blows up T1, LPer swearing and watcher ROFL'ing ensues*

LP watchers are sadistic, you know? This makes it the perfect LP to watch :D Ivan's Piratez one was great for that too.

47
OXCE Wishlists / Re: Solar's wishlist
« on: November 28, 2016, 09:35:14 pm »
Have you ever tried to sleep in a room that's being renovated (ie worked on during the day and you'd sleep there at night)? Or use a bathroom that's also being worked on? They certainly don't work with 100% efficiency. ~50% if you're lucky, and trying to keep things ~50% useable would probably slow the work (by requiring extra precautions) by a significant amount too.

I sort of agree that destroying/selling normal barracks to build luxury ones on top is annoying and silly and that it should be faster to upgrade than to build in a new slot, but definitely not 100% efficiency on the old building.

It could be made so the upgrade process has a global, ruleset defined, old building efficiency, cost reduction (% of old building construction cost) and time reduction (% of old building construction time), then that could be tweaked and useful. After all, you should save time when building a luxury barracks on top of a vault (don't have to dig or rebuild the foundations) too, and you can store crap in parts of the vault while converting others.

48
Offtopic / Re: kneeling for cover or aiming
« on: November 28, 2016, 08:37:08 am »
Prone could be interesting, but there's no support for that in the engine.

And for alien kneeling, I can see two reasons:

1 - You've sort of said it yourself:
- Sectoids are small so probably no need
- Floaters are weird, not sure.
- Snakemen are, well, Snakes, but they could just go slither instead.
- Mutons are fairly humanoid.
- Etherals are weird too.
So, useful for 1/5 of the alien races, less if we consider terror units, none of which make sense kneeling.

2 - You'd need to change the AI, which means changing the core engine (although that might be easier than for lying prone, since the AI can presumably already handle standing up since I think you can kneel enemy units after MCing them)

49
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 05:38:04 am »
Is the gym affected by the "psi-training anytime" option? I can't remember. I have no issue using the methods described by Solarius :/

50
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 28, 2016, 12:58:44 am »
After turn 20 or whatever, they can become really annoying. The problem is that they don't seem to spot you and act aggressively (potentially because the AI isn't very good at the "walking up to enemies and hiding so you can attack them next turn"). There's also the thing where wounded enemies have a tendency to flee, which means you can safely shoot the closest enemies and they will retreat, then reconsider and move in, (or the opposite) which amounts to not making much progress.

It might be interesting to give them knowledge of the player location but reduce their aggression. This means they'll either sulk or, knowing that they are in range, strike at you. That's a behaviour that's pretty close to animals. Charging from long distances, especially under fire, isn't. Doing their thing/hiding until threatened (by the hunter coming close) and then striking out would be much more like it.

51
XPiratez / Re: A brand new year: The year of the handle
« on: November 26, 2016, 11:02:56 pm »
Some of the laser weapons (the laser HMG type thing especially) are pretty useful. And the laser-HMG thing is awesome against mercs too as a way to reliably drop all but the bersekers in one salvo at relatively long ranges. They're also the perfect weapons to give to teams tasked with facing "easy" enemies as you progress.

As for craft weapons, lasers suck indeed. They're pretty much only good for dropping civilian/faction non-military crafts since they are low damage, high RoF and high ammo count weapons. They used to be really good and worth the investment in parts, but not anymore.. Hopefully there are tweaks coming up for shields as a recharging HP buffer instead of flat damage reduction that will make lasers relevant again.

52
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 26, 2016, 10:42:51 pm »
Isn't heat vision a %? As in % of smoke that's ignored?

There are heat vision definitions in Piratez that are well above ~40, which is the vision range (up to 100 for chryssalids).

53
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 07:32:59 am »
Good questions.. I initially conceived of the ufopaedia being unlocked when the project was researched, but there isn't really much of a rationale for that. But the most overwhelming is in the ufopaedia, not the shop.. and I believe in the two being related (no point in reading about something you can't acquire, especially within the first month). So yeah, I'd go for ufopaedia being unlocked after the project on the rationale that until you've got the permission to use them, you don't need to know about them.

As for tiers of projects, you could have tier 1 "Unconventional Force" and tier 2 "Martial Arts Weapons" where tier 1 unlocks all the stuff you can get from a hardware store (axe/machete/hammer/chainsaw) and tier 2 unlocks the (presumably better?) proper weapons (katanas, wakisa.. something, tonfa). This way you'd get some kind of progression.

54
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 26, 2016, 12:24:38 am »
In my mind, yes, it'd be better to have random improvised weapons in the store from day 1 than the current "gotta research an axe to know what it does". Also they should be in the ufopaedia from day 1 too, of course.

XCom players research everything they get their hands on, because who know what the crazy modder decided to put the "axe" as a dependency for? So why risk it. For example:

There's a machete research project? I'm 99.9999999% sure my agents won't ever use a machete, but... I don't know if Solarius put the machete as a dependency for some kind of "uber machete to fight plant monsters" (along with say, a plant monster corpse?) research project, and I sure don't want to miss out on the potential "uber machete", so I research it. Of course, the immediate outcome is I get a ufopaedia article on machetes, they're crap, I roll my eyes at how silly it was to have to research it and I proceed to forget about machetes, safe in the knowledge that I researched it so if ever it was needed, it's done. Does it add anything to the game? no.. just some micro, the "Oooh research completed! Nice!", then "oh.. it's machetes, who cares?! I can't believe I had to waste research time on that..." which I'd say is actually detrimental to the experience as a whole (and probably why people comment on it).

I'd be very surprised if you ever had someone go "why do I know about axes at the beginning?! That makes no sense!".

About cluttering, that's a legitimate concern (and I remember complaints about that in Piratez). But the truth is, you've just delayed the cluttering but in a way that isn't making things much better, it's just cluttered later (once a player has researched all those cluttering items) instead of at the beginning since most player will research it all and researching doesn't feel good with the players. I can see three solutions for that:

1 - Remove the clutter from the mod altogether. But that's not great since it's good for enemies to have flavourful, and sometimes less powerful, items.
2 - Remove clutter by removing items that a player will never buy from the store. Have these items in the ufopaedia from the beginning so players know what the item does, and just add a mention that it is "unworthy of use by XCom" (but make sure that's true, unlike the hunting rifle that said it didn't measure up to other rifles even though when you get it, you have no other rifle).
3 - Gate the items behind some tech, so that the player isn't overwhelmed at the start. That can be "unorthodox fighting methods" as a day 1 research project and represents the agents pushing to get these items, or a "legal case for XCom excessive force in close quarters" which represents the staff fighting the bureaucracy so it accepts that agents will use axes/machetes/katanas in combat because we're fighting a threat that warrants it.

Given the bureaucracy angle you've got going already, I'd go for the legal case. Personally, I'd go for #2 but I know there will be players who want to fight zombies with axes and machetes, or want their Japanese agents to use katanas and then they'll go: "Why can't I buy machetes/axes/katanas?! Even a civilian can do that!!", So #3 seems like the better alternative. "Logistics" give you bigger teams in a van, "Personal protection" gives you kevlar vests and the "Unconventional Force" gives you weird items used as weapons. Now, not having immediate access to these makes sense within the story: You weren't allowed to by bureaucracy, which within the story world is established as heavy so it fits, but the staff pushed against the bureaucracy and now you can, much like every other project. Bonus: A starting player isn't overwhelmed by a million entries, they start with normal weapons and eventually get the unconventional one. They also don't get jarred by having to research modern terran tech.

55
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 25, 2016, 08:46:34 pm »
Meh, I just can't see it. An item is an item, going bananas with project names would just make things confusing.

I think it's telling that players keep commenting on this. I also agree with the others that it's all kinds of silly.

If an agent wants an axe because he's some kind of axe hero that fancies facing alien monsters with one or they want a katana or a machete... they can just go and buy one at a shop or online. You can put those things in checked luggage even as a civilian. And although you might get some weird looks, you can also walk around with one, especially if you put it in a shopping bag ("What? I just got this axe. I'm going to the cabin this weekend and I'll need to split wood for the campfire!"). Then when the monsters come out, or when you go in the middle of the woods to find them, who's going to argue that you shouldn't have saved that lady by hacking off the wendigo's arm with an axe?

The only point where it is a bit more iffy is when facing humans, since some could argue that as a legitimate organization, you shouldn't apprehend humans with axes and katanas. That's just not socially acceptable. So maybe those deployments prevent you from bringing those weapons because of ethical reasons (ex.: only proper, stunning melee weapons like stun batons and tonfas are authorized against humans?)? But having your team of researchers work for a few days on axes, then katanas, then whatever that other Japanese sword is, then machetes, etc. just is jarring. Either they're making a legal case for using lethal weapons in those operations, which should unlock all of them at once, or they're doing something that no 20th century researcher should have to do: Discover how an axe works.

I understand that firearms are controlled in certain countries and that you need to go through the various bureaucratic channels to enable your agents to use them. But the credibility of the story told in XComFiles would indeed benefit from some streamlining of modern stuff. Discovering axes is not exciting, which imo research results should be. Even in an alternate bureaucratic world, it makes no sense so it hurts the suspension of disbelief by breaking the in universe "logic". Despite UFOs and aliens being less believable for us, they are one the those "basis of the world" that you accept when starting the story, so the "There's aliens and what you find unbelievable is researching axes?!" line really doesn't work either. If you make part of the story that the world in XComFiles is one where all dangerous objects are banned by governments (how do people split wood? You need an axe permit like we need a gun permit?), maybe.. but that seems rather unnecessary.

I would also personally prefer if the kind of stuff you can find in a hardware store (axe, machete) or order online (combat knife, katana, tonfa, all kinds of swords) were all in the pedia and shop from the beginning, or all unlocked together with a "Ethics and legality of using unusual weapons" project. The current situation detracts from the quality of the experience by taking you out of the story, thinking: "What? you really needed 5 days to tell me an axe is choppy?".

56
XPiratez / Re: A brand new year: The year of the handle
« on: November 25, 2016, 04:43:07 pm »
Unless I'm mistaken, you also don't have to go as soon as it spawns, so you can prepare more if needed. And it'll keep spawning so you can go, decide the layout isn't good, take off again and try again next time, assuming it's not a static map.

The enemies with thermal vision are a pain but it's nice to play without over smoking some times.

57
XPiratez / Re: Bugs & Crash Reports
« on: November 25, 2016, 05:31:46 am »
If only interrogating live subjects gave you the loot that you'd get from killing them so you can research/use that too. Oh... wait...  ::)

Generally, it's not really worth the trouble to capture those guys. You can get most of what they tell you from other people and what they really matter for (at least for a good part of the game) is the power armor parts they give. The removal of the "gain body item from interrogation" might have been nice for things like not getting cultist bodies when interrogating humans in XComFiles, but for stuff like this it doesn't really work.

Boss brainer should be like: I don't care what you've got to say now. Strip naked, then maybe we can talk  ;)

58
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 24, 2016, 11:43:39 pm »
Yes! Very much that (ESC on quicksearch!) I've yet to train my fingers to press "enter" then "q" to cancel the search instead of just going for ESC.

Also, items transfer is a good idea for when you have too much loot. +1!

59
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 24, 2016, 02:53:46 am »
So that's +2 on my idea?  8)

Hopefully that'll make it happen even sooner!

60
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 24, 2016, 12:48:02 am »
Another easy but convenient feature request: In gyms, would it be possible to write in red the stats for gals that are at or past the training maximum?

This would enable us to see at a glance who wouldn't benefit from being assigned.

Ex.: A gal is past the cap in TUs, but not in Melee, so her TUs number is written in red, but her

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