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Messages - Eddie

Pages: 1 ... 36 37 [38]
556
Suggestions / Re: Alien autopsy damage bonus
« on: February 01, 2016, 10:58:48 pm »
We have a damage range of 50-150% or 0-200% right now anyway, which can be interpreted as "hitting the weak spots". Right now, the distribution for the damage range is even. Instead of a damage bonus, I would change the distribution to make the higher percentages more likely than the lower ones.

Example: for the 50-150% range, a result in the 50-100% range has a chance of 1/3 and a 100-150% result a 2/3 chance.

Edit: Also, this should be dependent on damage type. Explosions should not benefit, as you can't aim a granade at a weak spot.

557
OXCE Suggestions Abandoned / Re: Add Execution Advanced Option
« on: February 01, 2016, 10:45:13 pm »
Could we also have something like handcuffs? Apply to a stunned enemy to keep them from getting up, without killing them. Same mechanics as execution, hold alien in one hand and item in the other.

Of course, handcuffs wouldn't work with lobstermen, so somthing else like cryo clamps would be needed. You need to research Alien Cryogenics to get these, but handcuffs would still work for weaker aliens. With these items, a new gameplay mechanic could be introduced where stun damage on aliens decreases more rapidly. So, you stun an alien, then you have three rounds to cuff it before it gets back up.

558
OXCE Suggestions DONE / Re: Hey player, I am now refueled and ready!
« on: February 01, 2016, 10:03:40 pm »
How about adding a button to the craft equipment screen "notify when ready" that can be clicked when the craft is in repair/refuel/rearm mode?

559
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: January 29, 2016, 02:15:59 am »
I was also thinking about a late game alien missing in TFTD. Gameplay wise, it should resemble an Ethereal. Floating M.C. masters of the alien hordes. The description of the Lobstermen and Tasoth describe them as warriors like the Mutons, so a master race that controls them is definately missing. The best I could think of until now was armoured elite Aquatoids, with their armor having a floating ability like Mag Ion armor. Research of such an alien could then be prerequisite to that armor, much more fitting than a live Deep One.

I am also missing a floating alien in the early game. I mean, EU has Floaters. TFTD is underwater where one would expect swimming aliens, but no. The only swimming/floating units are terror units. I don't think it would be fitting to make Aquatoids swim. Well, not compleately swim. I could imagine some limited swimming would work, which is "can swim but must end their turn on a ground tile. If not, fall to ground".
My best idea so far for an early game floating alien would be a floating Celatid, converted to a green palette. Lore wise, it is the blob of protoplasma that is inside the Calcinite. One could go further and make Calcinites spawn such a blob on death if underwater. A fitting weapon would probably be sonic and not the Celatids spit. As the inspiration for the blob in the Calcinite is the Shoggoth from Lovecraft, it should retain the melee attack of the Calcinite.

560
Is it possible to limit the flight distance of the blaster bomb? Have it detonate a little bit beyond visual range, so the operator needs to be at the frontline. Aliens won't have a problem with that as they only fire at stuff they can see.

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