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Messages - BetaSpectre

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31
XPiratez / Re: Enemy unconscious units are dying ?
« on: March 13, 2017, 11:17:59 pm »
Sometimes I shoot a guy, and there's no scream but he died when a mission ends. Sometimes a mission ends but a person is only bleeding yet he ends up dead and looted.

I never liked either situation because the indicators suggested something else.

Adding an in shock indicator should be optional IMO, or at least should appear after researching medicine IMO.

32
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 04, 2017, 01:57:05 am »
IMO Cloning isn't something that's good. In universe all clones are very... lacking.
It's something we see in Mutons and reticulans. All of them being very degenerated for the most part. Not full of vigor like the ubers or purehumans.

I think being able to manufacture people is already good as is. In fact I'm playing a game where I don't hire any hands, only manufacture them.

33
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: March 02, 2017, 04:25:47 am »
Rather than a bug there are research options that are important but possible to lose. So a normal run should be first, then Ironman/superman etc.

TBH I only did self imposed on my first run, afterwards I've been tweaking my mod files alot. Like making boarding ships the same speed as my own boarding ships.

The way I figure it is that after killing them all I get to capture their stuff as my own after all. I lose my vessels when all the gals die after all.

34
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 28, 2017, 08:28:44 pm »
Two biggest with cold are 1. hp damage and 2. difficulty to say whether region has extreme temperature or not.

Solution I personally would be happy with is that whether effect would be as hard as they are now only in clearly identifiable areas - i.e. arctic and desert. While jungle and tundra would have reduced effect (halved?).

I never got HP damage from the cold. Most armors protect against it. IMO it adds nice flavor. Clothes were designed to fight temp.
IRL Jungles can be hotter than deserts.

35
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 28, 2017, 03:22:43 am »
The Timer does make sense, Imagine IRL you tried to storm a capital building of some head honcho you'd be lucky to have 5 minutes before Fighter Jets scramble by cutting off your escape.

Though I don't like the timer, it does make sense. But it really doesn't feel like an inflitration mission with it on either, a timer suggests you got caught.

IMO the mansions should disable the armor and weapon restrictions because it's more like the gals flew in with a ship, and rappeled down, hence triggering the security forces on route to take the gals out. So why wear maid outfits if you can do it in Power Armor?

Or the timer should only start after the first shots are fired.

36
XPiratez / Re: The most unusual moments at your campaigns
« on: February 28, 2017, 03:17:19 am »
Enemy Friendly fire, especially when the miss with baby nukes, killing everything around my gals. I recall in an old version with the Bonny some Osiron dude fired a mini-nuke it passed by my gal by a hair, and through the side of a building, then blew up around the ship. Incinerating 3 of his buds, but leaving no one injured from the crew.

Though one of my most shocking moments was finding the people controlling Siberia. I was not expected that faction, let alone facing one of their toughest units off the bat. Albiet Mercs are usually tougher.

37
XPiratez / How do you use Ether drives or STCs?
« on: February 27, 2017, 07:27:43 am »
How do you use the things? Is there a menu? Or only specific vehicles can?

38
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 11:15:16 pm »
I wish weather affected the enemies too. They seem immune, IRL if I shot down a plane and the person goes unconcious from dehydration while easy, it makes sense.

UFO's aren't always easy to shoot down either, the real fight should be in the skies IMO. If the engine allowed I'd simply use my ship to take down enemies from the skies then pick over the remains like in Xenonauts.

39
XPiratez / Re: City Life
« on: February 25, 2017, 11:13:17 pm »
I think researchable lore surrounding these cities would be interesting for world building.

40
XPiratez / Re: City Life
« on: February 25, 2017, 10:24:05 pm »
The stories would be interesting as lore background, but I imagine traitor's gate refers to politicians being corrupt surrendering to the Aliens.

Also the names might only be what the gals name them based on the past history. Like Hope for their original base, and despair for where they lost something?

41
XPiratez / Re: Add Infamy Loss for failed Alien Base attack.
« on: February 25, 2017, 10:22:31 pm »
If you send lots of cheap slaves you can leave them in corners and skip 5+ turns
And you don't have to capture anything just wait for something to walk to the top, then run. You'll auto capture them, and their gear.

You can do this stark nude with 1 male slave.

42
XPiratez / Add Infamy Loss for failed Alien Base attack.
« on: February 25, 2017, 09:34:28 am »
At the current time a player can just camp the top with one soldier, wait until units walk inside then leave early for free hostages.

IMO there should be a cost in infamy to run away like attack failed/attack repelled demerit for any time a player runs away from attacking a base.

Something like -100 points so this kind of tactic can't be used to cheese a bit too much. Not to mention it'd fit in with the lore if your competitors fought you off.

43
XPiratez / Re: Ideas for better aircombat?
« on: February 24, 2017, 07:52:00 am »
Having squads of planes from the get go get launched would be interesting. Xenonauts did a pretty good job with their air combat in that regard, though I always do the auto win xD.

44
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 24, 2017, 07:48:59 am »
I usually don't complain about perks, but does anyone feel like the current Personal Armor parts collected from the sea is a bit too much? I feel like 25-50 is a much more reasonable amount. Even though a player can make ammo from the parts, 1 part makes like 5 clips anyway.

45
XPiratez / Re: What is your playstyle for this mod?
« on: February 23, 2017, 09:53:42 pm »
I normally just use rifles(slowly working towards Euro lasguns, those can last endgame), shoot then duck back into cover. For high reaction enemies like mercs, or star gods though direct line of sight is really bad.

You'll want some aye phone or sensor things.
Then lob grenades or artillery in an arc at em from safety.

Though some games I don't even bother, sending my expendibles or parrots to bum rush, find the location then boom.

Sometimes I prime two nades and just let a guy stand next to em.

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