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Messages - legionof1

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1561
OXCE Wishlists / Re: Solar's wishlist
« on: August 20, 2016, 07:19:31 am »
Selective storage is interesting. If used sparingly for like say needing slave housing or fridge for perishable food.  To much storage micro would suck. Already kinda run close to what I find tolerable once the world is covered.

1562
XPiratez / Re: Balance of bows and bullets
« on: August 20, 2016, 07:06:43 am »
Don't feel too discouraged. Your fixes are great. Most people just don't have the engine mechanics knowledge to notice the problems even exist. I mean I don't think even Meridian fully realized the issue till he made the hit log feature.

1563
OXCE Suggestions Archive / Re: Ufopedia extensions / ruleset visualizer
« on: August 18, 2016, 07:44:53 pm »
Weapons by "class"(smg, rifle, etc) with listings for acc in each fire mode and weight.

Armor by type(outfit,armor, powered) with listings for weight, inventory size, highest armor, and vision alteration/notions.

Things like ammo dmgs and resists and stats buff/penalties would be good too but those are a much larger data set that may be difficult to render with given screen space.

Thou perhaps ammo sets listing various ammo's compared by damage type would be useful. So all chem rounds regardless of weapon, all pierce, etc

Other lists would be nice but things like crafts, Hwps, and ufo are a far smaller data set needed far less often IMO.

1564
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 18, 2016, 02:46:03 pm »
Fired up  practice battles for some tests. And 5 is actually decent on one aspect, it keeps things sane in regards to z levels. Not much in naturally occurring terrain that encourages significant high z levels. Explosives are still a very effective choice because arcs limit squad exposure. Ghost beams are still terrifyingly accurate. Getting blasted from your own smokescreen happening rather more often now. Not catching the AI doing the spin shuffle thing makes defense a little more tense. But on the whole it feels like better game play, less adapting to bollocks.

1565
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 18, 2016, 12:09:55 pm »
Color me surprised then 5 is much more lenient then what I thought was fair and reasonable.

1566
XPiratez / Re: Piratez Lore Discussion Thread
« on: August 18, 2016, 12:07:55 pm »
Speaking from a disaster survival standpoint costal/island settlements are the best off if they get past the initial loss of supplies. Beyond that point it's is matter of security/defense and travel range/accessibility. Something water does like nothing else. Also Singapore has been a strategic trade hub because of it's geographic location and topography since the age of sail. Even if it was abandoned in the intervening time nothing short of total physical destruction  would make it a bad place to settle.

1567
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 18, 2016, 11:25:00 am »
1 is sufficient to my tastes. Unless one is creating a spatialy phased unit but that better stimulated with damage resistance.

1568
XPiratez / Re: Suggestions on how to improve the mod
« on: August 18, 2016, 11:21:26 am »
Monopolies still need brand notoriety. Products are not stagnant unchanging things or the customer base loses interest. Some amount of advertising is needed to keep public awareness.

Alternatively it could be local government advertising.

1569
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: August 18, 2016, 11:14:15 am »
Difficulty curvatures aside don't mess with the one the best battles in the game. Base defense is one of the few times the tactical aspect feels like more like a battle and not a multiple hour chess match with a retard. Good play is still rewarding but the AI dosen't lose 50% of its forces without contest. Also pressure is on not to fuck up so you feel each mistake more.

1570
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 18, 2016, 10:52:52 am »
Well, I'm open to suggestions how to handle this invisibility un-hacking. At least the basterds will be hittable in melee, which immunity was a major pain. I still think that there should be vision mode that allows some enemies to see through smoke, else it's all too easy. Also, scanners... Detecting invisibles was their main boon. Unless I will make some truly ethereal enemies which are fully unhittable, except by explosives, and need to be first relieved of their ethereal status by a well-placed explosion...

What would be out of balance with a stargod that's visible at 1 tile? Yes you can fire from a distance once it's found but you still need to walk a gal up to it's face tanking reaction fire to do it. At present we walk around with the scanners at 7-9 tiles plotting location then saturation bomb. If anything super short-range visibility would raise casualties in exchange for reliability of killing/capture.

I don't take particularly higher casualties vs stargods compared to anything else unless I am attempting captures. All the hacked visibility does is make me use more expensive ordnance. I do lose more gals that do get shot but that's because of ghost beam power not if I can see what reaction fired or not.

A cat girl with visibility 2-3 would still be a similar threat to its present form. As is they tend to get reactioned down unless the player makes an error. And unless squadsight works on reaction fire defensive fire is actually pretty light if you need to be inside 2-3 squares. Either the gal getting charged defends herself or she dies.

In either case I only see an increase in understanding of mechanics for the player.

And if I understand the implementation correctly one could set visibility to effective 0 for a true invisible unit(barring predator vision) by setting camo to negative max view range.

1571
XPZ Strategy/Tactics / Re: Weapon Discussion Thread
« on: August 16, 2016, 06:43:30 pm »
Armor wise I spend probably about 85% of the game in guerilla outfits for the versatility that comes with the max inventory coupled with sufficient pierce resist to live through most bullets. A small number of specialization outfits for archers and breachers. Voodoo stits in corner ignored in favour of more booms. Most armour choices just don't fit my mobile rifle gal+explosives+small medkit play style when I can effectively manage damage by manipulating vision at a much lower resource investment.

1572
XPiratez / Re: Suggestions on how to improve the mod
« on: August 16, 2016, 06:04:46 pm »
I always imagine the muzzle loaders as abstractions of the multiple preloaded weapons practices that where very common in early muzzle loader era. It wasn't until cartridges where common that preloaded and loading assistants fell out of use in combat.

1573
XPiratez / Re: Wands and Scaling
« on: August 16, 2016, 05:40:18 pm »
Fyi plasma type dosen't  inherently ignore armor. Plasma type only does additional armor shred. The ghostdagger itself in this case is what causes the armor penetrating not it's type.

1574
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 16, 2016, 05:34:31 pm »
Woot bollocks visibility hacks begone. Missing voxels is a shitty way to do stealth since it messed with both projectiles and melee in different ways. Also finiky as all hell. No more watching projectiles hit from one way but not 7 others despite passing through the  same square. No more catgirls being immune to everything when facing sideways a half tile higher.

1575
OXCE Wishlists / Re: Solar's wishlist
« on: August 16, 2016, 05:10:26 pm »
It would be a sorta relative error wouldn't it? Those hands that one assigns to craft (outside of pre training facilities portion of the game) would not have negatives if my memory is accurate. Engagement speed would be the most influential stat but only if forced into range disadvantage. Dodge matters only for reducing recovery time of prolonged engagements, something one should avoid anyway. So long as your pilots can shoot reasonably well  everything else can be compensated for outside of combat. Unless craft get considerably more fragile to enforce dodge need but then you risk player craft get deleted by damage range rng. Losing more then a few craft is potentially crippling for player progress/enjoyment.

Pilots is a really cool feature with potential but lacks sufficient impact if you can compensate for all but one stat check with marginal effort/playing the air game like we already do. Other then the need a butt to fly craft thing which I'm all for. Mystical vanishing pilots in case of ground attack was suspension of disbelief junk.

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