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Messages - khade

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16
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 16, 2020, 04:56:54 am »
By lore, the Lunatics shouldn't even have the contract to cause trouble for the factions until at least a few research topics into their tree, but mechanically we can't do that, I don't know if it's impossible or merely difficult, but end result is that the contract is a starting thing.

By lore, it would make sense to have trained brainers be more difficult to get, but mechanically it may be less than ideal.

If the Lore conflicts with reasonable game mechanics or would lead to something that gets in the way of enjoyment, it is liable to be ignored or handwaved.  This is not necessarily a bad thing, and though I think it could be fun to mess with a less stable brainer supply, it doesn't actually sound like it would enhance the experience overall.

If it helps, that 200000 cost to get a brainer might be going entirely to a black ops group who finds a willing brainer and smuggles them out to you.

Though if anyone is actively interested in that sort of thing, isn't that what mods are for? Balancing would likely be a bitch and half, but perhaps it might be worth it.

17
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 15, 2020, 10:24:16 pm »
The trade-off of having to rescue brainers and then recruit them would be that early game you wouldn't be able to buy them, you'd need to have the right successful missions, and it would take workshop man-hours to actually recruit them.  A benefit would be that you wouldn't have to put 200000 per brainer hire into your accounts until later.

You're right that turning castaways into brainers is a later tech and not worth losing a lunatic.

But if it were set up so that you had to recruit brainers in that manner, it would have to take into account a sharply lowered brainer amount for most of the early game.  So it would have to be rebalanced around the slower knowledge gain and lower income.  Which could be interesting, but would definitely have a different feel to the game.

18
XPiratez / Re: [MAIN] XPiratez - L2 - 21 May - Blood And Skulls
« on: June 15, 2020, 10:12:54 pm »
What weapons are common tends to change based on who you're fighting and luck.  We'd need far more than a single run to determine that a weapon that's used to unlock a merchant is too rare for the purpose.

That's likely why we have things like the gun almanac, incidentally.

19
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: June 13, 2020, 10:31:18 pm »
I'm fairly certain that castaways can be recruited as brainers.  Though it could be interesting if early on the only way to recruit them was through missions, it would seriously slow down the early game, which would need rebalancing a lot of things.

20
XPiratez / Re: The endings?
« on: May 29, 2020, 06:02:55 am »
Technically, very very technically, running out of money, getting negative infamy too often in a row or having your last base blown out from under you could count as endings.  Are there other ways to lose?  ;D

21
Unless something has been drastically changed, They're not going to change their minds, it's the equivalent of when the aliens subvert a funding nation in base X-Com.

22
The airbus is still useful, though an aircar will work instead, though it holds fewer troops.

23
XPiratez / Re: A thread for little questions
« on: April 30, 2020, 09:58:27 pm »
Just save before deciding on the codex and see what is the best timeline.

24
XPiratez / Re: A thread for little questions
« on: April 15, 2020, 02:25:48 am »
Yes, copy that stuff into the file called UFO, I believe, in the mod.  I don't know if it's needed, but you should also copy the files from TFTD into the one named TFTD, just to be safe

25
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: April 06, 2020, 08:44:50 pm »
I seem to remember that ship is labeled as a hunter-killer, so it's less likely to be noticed?  Could be wrong, it's been a while since I've had a chance to play.

26
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: March 02, 2020, 06:43:44 am »
I'd have to check, but you should be able to change how powerful the scroll wheel is.  That's not determined by the mod.

27
XPiratez / Re: Instant lose Jan 1 2062
« on: February 28, 2020, 11:57:23 pm »
I guess my view is from before freshness was added, so I'm not sure how that would influence things, but avoiding those completely does mean you can't get access to potential loot.

28
XPiratez / Re: Instant lose Jan 1 2062
« on: February 26, 2020, 05:50:45 am »
You're opportunists, if you can afford the lost notoriety to just take a look, it might be worth a smash and grab.  Also you might get lucky and have something you can handle.

29
XPiratez / Re: Instant lose Jan 1 2062
« on: February 13, 2020, 02:10:33 am »
Though if you do early pogroms and win, that's a lot of potentially very good gear.

30
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: December 03, 2019, 04:53:14 am »
Also, a Jezail is effectively a sister design to the Kentucky long rifle, which we should have, since Dioxine was nice enough to add that design, more or less, in after I whined suggested it a while back.  And which I thanklessly have never actually used.

Seriously, they're basically decorated muzzle loaded rifles

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