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Messages - ohartenstein23

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1651
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 01:53:26 am »
While it is true that the Hunter-Killer can survive one shot of most things, your first combat vehicle will be the Aircar. And after that probably a Jetbike. And on both these things you can dodge a lot before beeing hit, leading to *dodge, dodge, dodge, hit -> dead*

The Aircar and Jetbike are really only for civilian vessels and anything they can out-range with the charger laser.  The dodge on the bike is just to realize, oh, that thing has guns, I should get outta here.

I think the light weapons and lasers being ineffective against shields is intentional - the shield you can manufacture is based off the force fields that mitigate your lasers on the ground, and the heavier weapons like the railgun mention being better against armor in their pedia entries.  Being able to tackle a military ship too early can mean big cash and weapons that make everything else too easy.

While that would be a nice little touch, i suspect it would be just that: a little touch that wouldn't really change anything, since we can already see how much damage a craft takes from a given hit. So if you keep pounding an armored craft with a weak gun, this is currently communicated by the craft not displaying that much (or any) damage after being hit.

There is no damage display for the enemy, so you have no clue how much your guns are doing compared to their armor and total damage capacity.  I don't mean to add this to tell how much damage you're taking, but rather the enemy.

1652
XPiratez / Re: Ideas for better aircombat?
« on: November 02, 2016, 12:46:42 am »
There is the opportunity to make facing an unknown shipping pretty uncommon by researching engineers, who can tell you about pretty much every ship, and Dioxine did a good job of telling you what each shipping is about in its ufopaedia entry, including the damage per minute (DPM).  I like the fact that there is some experimentation too - is it safe to intercept, and what eventually brings it down?  With exception of the heavier military ships, nothing one-shots even the Hunter-Killer, so if you're not jumping in on aggressive, testing the enemy's range and power isn't too hard.

I think the skull rating would discourage this experimentation and risk-taking - oops, too many skulls for me, abort.  What I think would be more useful is having more feedback on how much damage is being done to the target, something like the smoke clouds on UFOs in EU2012 as you damage them, or maybe let damage decrease the geoscape speed of the target.  Unfortunately those would require source code modifications.  Maybe a modification to the text displayed below the interception window could help, in the same vein as the battlescape hit indicator Meridian added; instead of just "hit," it could display "bounced off!" (no damage because armor), "glancing hit!" (damage below a certain threshold, like percent of target's total), and "solid impact!" for a good hit.  Or at a certain percent of total damage to the enemy, a message about them smoking, maybe make it dithered a bit by a random amount so it isn't the exact same percentage every time.

Edit: Modifying the displayed text should be simple enough to code that I can take a look at it and come up with a prototype.

1653
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 01, 2016, 03:28:28 pm »
That is one solution. However going with Interception more towards arcade is another - and one that keeps more variety in the game.

Well, you do already have the sprite from Raptor: Call of the Shadows in the game, so naturally, this is the next step :P

1654
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 01, 2016, 04:28:24 am »
Thanks! I've been looking forward to trying it out ever since it appeared when I generated the wiki page.

1655
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 01, 2016, 04:19:16 am »
Don't be silly, it's just a bug. I guess not useable until next version! Report me these bugs BEFORE I release next ver., not just after, people! Impaler is in game for about 2 months now! :)

Sorry, it took me that long to get there in my new campaign and decide to ruleset dive to check.  I'll mod it in the deployment in the meantime.

Edit: Also, I think it was in Meridian's list of unavailable research when he was doing the tech tree completion percentage with 0.99C.

1656
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: November 01, 2016, 12:36:38 am »
Is the Impaler meant to be unusable?  I have a few in stores from looting Pink Ships, but they require researching the Impaler's Instructions, which are not dropped in any of the deployments defined in the ruleset, and are not manufacturable.

I wouldn't throw rocks at you, but maybe a small essay on why I think turn-based combat is unsuitable in the air.  Or a shot of something strong enough to clear that silly idea out of your head :P

1657
Open Feedback / Re: "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:58:53 pm »
Yes, if you have or create a mod to do it through manufacturing - you can add manufacturing projects that take live aliens as required items and produce the respective corpse.  Doing it directly with manufacturing requires rewriting some of the source code.

1658
XPiratez / Re: [MAIN] XPiratez - 0.99D.1 - 31 Oct - Learning not to Drown
« on: October 31, 2016, 09:00:31 pm »
Woo, that Battleship. :P  I just faced a Guild one, and I had to break off and come back with a fresh set of missiles, and then only the last one got it.  That armor makes it much tougher!

Edit:  Definitely need to research the bomb launcher parts to get a sure-fire finisher.

1659
XPiratez / Re: [MAIN] XPiratez - 0.99D - 30 Oct - Learning to Swim
« on: October 31, 2016, 08:16:06 pm »
In the ruleset, I only see the accuracy boost under race bonus for STR_MUTON.

1660
XPiratez / Re: [MAIN] XPiratez - 0.99D - 30 Oct - Learning to Swim
« on: October 31, 2016, 07:45:01 pm »
All 70%, except for Merc ships, which get a 20% bonus, and one Star God ship, which has 106% accuracy.

1661
XPiratez / Re: [MAIN] XPiratez - 0.99D - 30 Oct - Learning to Swim
« on: October 31, 2016, 06:07:32 pm »
I updated my calculation spreadsheet with the shipping armor and dodge, and man I'm glad I did the Merc Battleship before the update - that thing is a bear to take down, unless you're spamming all the Avalanches.

I actually like the risk that's inherent in doing these interceptions - for the amount of cash you can make off of that downed Heavy Gunship, it should be able to take you down if you're not prepared.  It's a military vessel after all, so a flying truck shouldn't be too hard for it to run down.  It should be on you to know that this is not a good idea, and that trying to abort if you've already committed against such a well-armed craft is an even worse idea.

1662
XPiratez / Re: [MAIN] XPiratez - 0.99D - 30 Oct - Learning to Swim
« on: October 31, 2016, 02:11:26 pm »
Just put in =IF(RANDBETWEEN(1,2)=1;"They lost!","You lost :(")

People won't notice the difference :)

For as much as you like doing interceptions, =IF(RANDBETWEEN(1,2)=1;"You lost!","You lost!")

1663
XPiratez / Re: [MAIN] XPiratez - 0.99D - 30 Oct - Learning to Swim
« on: October 31, 2016, 01:48:35 pm »
Man, every time I get on top of updating wiki articles and my interception simulator, this happens. :P

1664
Troubleshooting / Re: Help with running TFTD
« on: October 29, 2016, 04:46:57 am »
First off, the instructions aren't clear on this, but you can't mix 1.0 and the latest releases.  If you want to run TFTD (and therefore need something newer than 1.0), you have to completely remove any 1.0 installation.  If you don't, it will prevent you from running a recent nightly.  So, I'd suggest removing all of the OpenXcom files from your computer, then re-install just the nightly and try from there.

1665
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: October 28, 2016, 03:07:14 am »
Of course it's Colin Furze.  I should have expected that on clicking the link.

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