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Messages - khade

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31
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 26, 2019, 10:15:06 pm »
Fair enough.

32
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 26, 2019, 05:04:39 am »
Just can't tell with some people.


On a note of things I'd like to someday see in here, high tech pirate gear could be fun, we're supposed to be space pirates, right? So why do we go away from the outfit so quickly?  :'(

33
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 24, 2019, 07:01:38 am »
Uh, I honestly hope you're joking on not getting the symbol.  Here's a hint, it tends to be linked to an iron eagle or a canted oddly shaped cross.  Also skulls.

34
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: September 19, 2019, 07:21:00 am »
Maybe there's an alliance going with one or both of the main slaving societies, Thebes uses clone soldiers which should count, and the Confederation(I think this is what it's called) has a very high slave population.  It looks like other societies have a hereditary underclass, but prefer more politically correct terms.

As I understand it, calling them slave soldiers allows you to have your own SS Troopers, which is particularly fun against the Humanists.  But calling them the Boyz would be an acceptable replacement in my mind, if that means anything.

35
OXCE Suggestions DONE / Re: Base Name Generator
« on: September 05, 2019, 11:39:18 pm »
I remember seeing it, wanted to check if it had been done.

36
OXCE Suggestions DONE / Re: Base Name Generator
« on: September 05, 2019, 05:41:35 am »
I meant in game, but that certainly works  :P

37
OXCE Suggestions DONE / [DONE] [Suggestion] Base Name Generator
« on: September 05, 2019, 03:22:50 am »
I don't know about anyone else, but I'm really bad at naming bases.

Anyone know of a mod that would allow you to have a random thematically appropriate base name?  Ability to reroll would be useful but ultimately optional.

Or if that's not a thing, anyone interested in trying to set it up?

38
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 12, 2019, 10:20:00 pm »
Well, the Lunatics are technically space pirates, so what about space soldiers? meh, too forced.  Special soldiers?  Special services?  has the advantage of not saying what the service is, so could work with both slave and free soldiers.

Storm troopers, in whatever language gets the acronym right is probably out, even though it's pretty spot on.


Edit

There isn't actually a reason beyond it amusing me that I'm trying to stick to a SS name, so maybe a better option is elsewhere

39
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: July 12, 2019, 05:31:55 am »
It took me way too long to realize that Slave soldier had a SS acronym.  I think that's a funny thing, and would like to keep the acronym, but it doesn't seem appropriate to call the hired human help Slave Soldiers when you've taken the Male Touch route.  Is it possible to change names of things for diverging storylines?  And does anyone have any setting appropriate names for the human male soldiers that keeps the funny acronym and still gives them the respect they would have to have in that route?  Maybe one that could have an insulting meaning if you're going the slave route, if names aren't easy to change based on research done?

40
Since the more experienced players seem to have missed it, I have three pieces of advice:  1. Don't sell your drill.  2. Don't sell your drill.  3. Don't sell the freaking drill.

Thank you


Edit

I guess there are situations where selling that item might be worth your time, but most of them start with this thought process: "Gee, I don't think this mod is hard enough, how can I make it harder?"

41
XPiratez / Re: Custom inventories, gear slots and OXCE limitations
« on: September 21, 2018, 11:20:19 am »
Is it possible to do a tab system, one tab showing weapons and equipment, and the second showing auxiliary items?

42
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: August 15, 2018, 02:52:26 am »
A while ago I suggested some variant of the Laser Musket from Fallout 4, but mechanically we couldn't seem to get past the recharge bit.  I thought about it some more(IE I totally forgot about it until sometime today), and I have an idea regarding it that might work:


The laser musket would be an upgradable homebrew early laser tech, probably would do around 20-30 damage and have a high number of shots before the generator blows, it's also a heavy and sturdy weapon, so a gunbutt attack is reasonable. 
Problems for the early version would be near musket level accuracy and a very high aimed shot ap cost, with either no snap, the exact same ap cost as aimed, or a high cost snap, to mimic the manual recharge. It would have to be a two hand weapon, can't shoot it if you've got your hands full.

Upgrades I can think of could include lowering the ap cost(better generator), sharply increasing accuracy(better laser focusing), removing the ammo count completely(better generator part 2) and increasing damage(meh, got nothing), also the standard upgrade of melee attack.

Another idea related to this if, if we could have a weapon that requires an action to 'cock' it, the laser musket could have a very cheap aimed attack, for aimed at least) and a good snap, but require an expensive recharge action before it can be fired again, with upgrades lowering recharge time and number of shots before recharge is required.  I think this was the point where this idea fell flat, but I can't remember if the coders ever said if it was possible.  It could be useful for other weapons, cheaper attacks with a cock action before you can start them, semi auto would just need to cock once per clip, and auto weapons wouldn't need it at all.

43
The X-Com Files / Re: First Camapign: A post op
« on: August 14, 2018, 04:56:12 am »
What about adding a quick repeatable research topic for each discovered cult, that focuses your attention on that cult and makes their missions more likely to appear in the next month?  Probably would have to be worth no points to research, maybe it could be one of those ones that don't even require a scientist, they're just an order to look carefully at that group.

44
XPiratez / Re: [MAIN] XPiratez - 0.99J4 - 19 Jul - Halloween Comes Early
« on: August 14, 2018, 04:24:40 am »
Ubers and their voodoo capacity, as well as the Lunatics and their higher potential capacity, have lore reasons.  Also, you're arguing that the setting equivalent of(let's say) orcs would be more psychically adept than more human genetic strains?

45
XPiratez / Re: [MAIN] XPiratez - 0.99J4 - 19 Jul - Halloween Comes Early
« on: August 11, 2018, 07:00:29 am »
I think they cost nothing but time to make, what are you paying those Runts for anyway?

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