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Messages - mumble

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16
OXCE Suggestions DONE / Re: Time to clean up user options
« on: February 07, 2019, 09:11:01 am »
I feel a little torn about the idea of losing wounded base defense. It was incredibly essential for piratez, otherwise I'd have no gals often, and despite the loses from system shock, it was more doable, since otherwise I needed to skip missions just to have guards "just in case".

I also understand your qualms about making it a percentage cut off, but this not only prevents unnecessary deaths, but seems more realistic. I FIGURE In bad enough states, people would just remain bed ridden as shooting starts.

I know its a bit much to suggest the change in addition to cleaning, but it feels wrong removing a feature that wasn't implemented ideally to begin with.

17
OXCE Suggestions DONE / Re: Time to clean up user options
« on: February 05, 2019, 12:44:17 pm »
I think wounded fight is worth keeping, but might I add a small bit of input? Ever since the addition of system shock, this option has proven to be an extreme liability, killing off people who endure a raid due to being up at 3hp and having a stroke.

I'd still recommend keeping it with a mod, with a stipulation. Keep any units under 40% hp out of combat. I think anyone under that isn't going to be very useful anyways, and this prevents unnecessary casualties using this. I know the option has saved me in the past, but the 3 hp system shock deaths are a little bogus.

I'm sorry to bring that up in addition to what you have to work on, but while the subject is at hand, it felt obligatory to bring up its issue. Because it's indeed EXTREMELY useful, but the fact it doesn't discriminate between a unit with a broken hand, and a unit on life support, makes using it a double edge sword.

18
The X-Com Files / Re: Dossiers wanted!
« on: January 18, 2019, 09:28:20 am »
Staff input : laser weapons safety. (done by financial lady)

 I know the laser technology is fun and all, but I need to lay some ground rules.
1. No using lasers to graffiti walls. Stick to "permanent" marker.
2. No using lasers as a "really effective" power point presentation tool.
3. No using lasers as toys for test animals. Its only cute until they CATCH the laser.
4. NO PUTTING PRISMS ON LASERS FOR A DISCO BALL EFFECT. I swear to GOD if I find who did this, I WILL PUT YOU UP FOR EXECUTION.

Obviously, this must happen after laser weapons are unlocked.

19
OXCE Suggestions OK / Re: [Suggestion] required stats
« on: January 17, 2019, 02:19:45 am »
This part can be done allready with bonuses to aim and power.
My thoughts was about items unfittable for normal humans. But units after some soldierTransformations can have many new abilities.
Yes, like cyborg with helicopter mounted minigun in one hand, so on.
bonuses to aim and power don't include limiting tus, reducing other stats, ect. Plus exponential power bonuses end up making high end stats creating absurd numbers. It wouldn't work for say, seperate stats for only under 40 strength, unless the power bonus could do a less than / more than function, and that still cannot alter other stats like tu usage.

20
Crap, sorry.

.... Though it does sound like there's no way for a recovered unit to count for loot, so maybe that'd be helpful, so extraction of a vip unit could say, unlock a research item.

Sorry for the redundant post.

21
Currently, missions with "civilians" can be a little odd, if the mission is meant specifically for protecting someone, as the ai leaves things to be desired in terms of following orders. This makes sense for civilians in a terror mission, but doesn't work for more select missions.

I was wondering about, if you are for instance protecting a vip, if you could instead of having civilian ai, have a xcom unit assigned just for that map, that you control like troops, but are still in charge of protecting. Could work well for extraction missions, or protecting a vip a lot better than randomly running around. Especially if they are treated as a civilian if they live or die, as "loot" or something, and add some variety. Especially if a mission it was critical to rescue a vip, and the rest of the force was expendable.

But such missions would require the map giving you such a unit on arrival.

22
OXCE Suggestions OK / Re: [Suggestion] required stats
« on: January 16, 2019, 11:11:48 am »
I would be for it if It Was more neutering the weapons ability with low stats as apposed to being unusable.

Take the 50 cal for instance, have a check for say, if <40 Strength, -50 accuracy, and +10 tus to simulate both a runaway gun, and stumbling from the blast.

Actually I'd like this because sometimes some guns can feel cheapish if they aren't massive weight or something. I could see it apply in other ways, like accuracy under x decreasing max range before falloff for certain guns like shotguns. Especially if you made it similar to overweight, in every point over could make the effect more severe.

The key here is making it optional to be GRADUAL, and not just impossible to use. Rpgs that do this seem better imo, if guns or swords can be used by anyone, but in unskilled hands have bad aim, slower operation, and other problems. Like deus ex, you can use any gun with any build, but using the flamethrower is not viable unless you are specd for it because you move slow unless you are trained in heavy weapons. Doesn't stop you from slowly waddling towards terrorists with a gun too big for you, but you have the OPTION, except for certain circumstances.

I also agree about a per class, or per armor restriction for certain equipment, which is funny because I made a thread about that I think.

23
I can see an incredibly interesting way to make maps more interesting in the game, but it would require scripting and a decent amount of code, but could be very rewarding. The idea is to have the ability, mid match to edit map sectors beyond just blowing stuff up.

I have 2 ideas for this, one is inventory usage, placing a "tile" or wall, via inventory. The implication of this could mean deployable step ladders as a medium between walking everywhere, and flying deployable barricades, ect. There would obviously need to be extra code for enemies to destroy barricades, but I'm speaking about the long term implications of such a script.

The other is allowing "switches" that work similarly to doors, right clicking to open, which activate something on the map. Lights, locked doors, explosives, and possibly more.

With the ability to script this, I could see step ladders as deployable equipment, light switches inside buildings, secret doorways in bases ect.

I realize this would be a lot of code, but I can't help but think it could add plenty.

24
I dont think this is currently added, but what if certain classes or armors had certain checks with equipment for usage? Maybe certain classes or races can only utilize certain equipment, forcing you to use them, or certain weapons required certain armors to use, or just faced nerfs if used off the optimal armor (like a smart gun which requires integration with cyber armor to be used to full effect, or a psi item which can only be used by certain races).


I could see this making a psudo class system a bit more possible, as currently it seems items only have stat checks, or armor integrated weapons, but what if this system could make things better than current means? I think this simple change would add lots of modding potential.

Certain psi abilities locked per class, certain guns better with certain units, stats aside, and armors being necessary for some equipment.

I think its relatively small, giving the ability for armors and classes to have tags for (item type specialty) and giving items either a hard lock (cannot use if not specialized) or soft lock (can use, but nerfs to aim, damage, or whatever other scripts)

Could even classes / armor a soft / hard lock per equipment, so maybe most classes cannot use something, some can use it in effectively, and others can use it as its intended.

25
The X-Com Files / Re: Confused... Have I missed an installation step?
« on: November 02, 2018, 12:04:02 am »
Ufos do appear occasionally on radar pre invasion, its intentional. Technically speaking, you CAN beat a ufo, but its EXTREMELY dangerous since swat gear and kevlar vs lasers and energy shields is a losing battle, but it isn't impossible strictly speaking.

26
The X-Com Files / Re: Medicals balance
« on: November 01, 2018, 12:10:12 am »
I think such stuff would be better done as medical "patches", developed by the doctor. Kinda like equip able buff gear from piratez, but medical patches you wear on your legs / arms. Perhaps am adrenaline patch which increases energy / stun regen, but lowers aim and throwing because of jitters, A sort of sedative increasing bravery substantially, but reducing all cognitive abilities and reducing tu / energy, a stimulant patch which increases reactions / strength but reduces bravery (sort of panic attacks like meth) ect.

Though I'd love a sort of painful, and traumatic injection item which increases health, but causes severe stun, energy loss, and morale loss, as well as bleeding basically saving the units life with an increase of like 30 hp, but completely incapacitating them, and possibly killing them if done too often.


.... I do wish medical stuff could do more in the way of scripting, I'd love a sort of berserk serum that increased stats for like 5 turns across the board, caused regen, of health, but caused morale loss during prone to panic attacks.

Though I think medical patches would fit the theme, and I'm pretty sure they are possible.

27
The X-Com Files / Re: Medicals balance
« on: October 30, 2018, 07:56:40 pm »
Guess it depends on the kit, but most kits have at least smelling salts, or something that stinks so bad you are forced awake. And in a kit that small, a packet of smelling salts aren't unlikely, but I'm wondering if we really need to cut pain killers / stims anyways.

I'm also not keen on healing dealing morale damage when being HURT already deals it, as does being attacked, and tons of stuff. I think it could cause issues.

What I wouldn't mind, is maybe a general stat multiplier for the things by moral, so higher moral is better performance and vice versa, even just by a little.

Its also important to note that NORMAL painkillers only raise MORALE EQUAL to the morale lost from injury, so its generally not so useful.

28
The X-Com Files / Re: Medicals balance
« on: October 30, 2018, 05:09:23 am »
I dont really think heal and painkiller makes sense. Pain killers aren't immediately first aid, they are more delayed treatment typically speaking. Stims however have a real usage.

The sprite looks good but a bit... Egg like? I'd make it more square but 2x1 is a bigger improvement than I was asking for so I have no room to complain, besides making it a 2x1 pouch that is like a glasses case opening, rather than a deep pouch sideways. But that's a big improvement. Also making it 3 weight would be a little op, keep it 5.weight is fine, but the size was extremely prohibitive.

29
The X-Com Files / Re: Medicals balance
« on: October 29, 2018, 09:17:10 pm »
I'm not trying to say there's no situation where it is useful, I'm saying where it's useful is so incredibly fringe that people barely use it. As is most injuries deal at least 2 fatal wounds so a bag alone rarely saves anyone, and the healing off 1 heal is often lost to subsequent bleeding so a medkit weight be dammed, isn't worth it. My proposition still makes medkits and spray superior upgrades in ways of efficiency of storage and performance, but gives medbags a larger niche.

I've actually watched streamers a lot, and nobody with skills uses it, and those who do usually end up worse off. Kits always provide enough to heal an average injury, sprays are more compact (and almost equal in weight) despite the cost, and trauma packs are another thing entirely. At half size, a medical bag and 2 sprays, or medkit and 1 med bag would be viable combos, or just putting a med bag on the belt without consuming so much space.

30
The X-Com Files / Medicals balance
« on: October 28, 2018, 06:22:27 am »
So I had a thought recently about the medical bag. It seems a little redundant to me, but I only really understood why recently.

Currently, it has 1 of each heal, stims and pain killers (though its important to note pain killers seem less useful) in the bag, weighs 5 units, and is 2x2 blocks.

But honestly, once sprays and stims are available, I don't bother ever again, and the medkit is better in every way EXCEPT weight, afaik. Infact, I never legitimately use the medbag, unless its just lying around.

I'm was trying to figure out what is so bad, and I think I figured out why I don't bother. It's too big. Not too HEAVY, too big, 2x2 is a lot of real estate for 1 heal when a a kit has 3, and trauma pack has 5, and considering pain killers aren't super important (heals, stims, and pain killers seems like the hierarchy of medicine in this) its arguably better to spend an extra 10 weight on a kit, or have a spray and stim to similar effect, 2 less spaces, and only 1 weight more. The extra space invest is nuts for it, so ive been thinking.

Could we reduce the med bag to a 1x2, like pistols? Enable slightly more flexibility, carrying 2 med bags in a belt, a med bag in quick draw, and obviously you can carry 3 on belt / qd, but then the kit is more effective greatly.

I CAN actually see myself using the medical bag this way, as a small gear on troops, to augment additional medics, whatever, and I don't think it would make medical bags overpowered, considering 5 is still heavier than spray, and 1x2 is also bigger than spray, but it would make it a little more attractive as an option, rather than feeling like a cheap knock off medkit that barely works for anything.

I'm not sure how you feel on it, but I think this would work better.

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