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Messages - mumble

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31
I was thinking rather a prototype laser weapon that burns the user with fire, or light laser radiation. A sort of hard bargain between easily accessible lasers, and good functionality. But I could see this working for a few guns.

But large cannons dealing stun / lethal like baseball bats would be cool, like you need decent armor not to incapacitate yourself, possibly with math to reduce stun based on strength.

32
Also, it could make single / double loads much less clumbsy (double barrel, and nitro express come to mind) by having "handfuls" of ammo, but single loads, so an entire unit of double barrel could be for instance, 4 shots at 3 weight, with a max loaded capacity of 2, yet you can carry more shells without needing a ton of space (currently double barrel has incredibly bad ammo capacity for carry, since a belt only carries 12 rounds, and this could double it to 24. It doesn't make sense a double barrel would have bulkier ammo despite being a similar type.)

As well, weapons like the pellet gun in piratez, and I think single load guns could have more convenient 3 shot ammo, without necessarily needing clumsy slow shooting, since you could have clumsy slow reloading 1 at a time, without needing slow shooting for balance.

33
OXCE Suggestions Archive / [Suggestion] Single load "magazine" mechanic.
« on: October 26, 2018, 07:40:26 am »
So currently shotgun and revolver reloads are a little unrealistic, you must unload a shotgun completely to reload. I was thinking, what if SELECT types of magazines (lever actions, pump actions, cylinder loading guns, ect) Loaded one round at a time? Perhaps keep for instance, a standard 6 shell shotgun have the same ammo, but instead of reloading all 6 for a huge cost, enable loading just 1 for a smaller cost, like 7 - 10 tus?

This would enable a few things. First, you could have more unwieldy guns (loading a cylinder grenade launcher slower, but enabling flexibility, juggling shotgun shells to shoot) and possibly, having guns with limited capacity, but larger ammo? (imagine a pellet gun, with a tin of 50 shots, but you load 1 at a time).

Could be interesting for variance, and I don't think would be too difficult.

34
I've thought about this too,  and possibly a knock DOWN state, similar to fallout 1 - 2. hard, or bad hits on low hp, or bad footing causing one to be temporarily incapacitated. not exactly knocked out, separate from knocked out, but just fallen down, set to get up next turn, and adding a little stun / energy loss. This in particular could make for astounding melee, Imagine in piratez stumbling a power armored unit long enough to bring a can opener.

Also rather than damage v strength and armor, maybe damage vs mass of unit, plus a multiplied melee number, and a reducer in knock down for armor effectiveness, and a small amount of morale taken into account, to base off flinching.

For melee, take into account melee skill of individual, and strength too.

....course this would be a lot of code.

35
Suggestions / 2 person vaulting.
« on: August 25, 2018, 04:50:02 am »
So one issue in XCOM is that, obstacles are either insurmountable with poor weapons / no flying suit, or semi pointless with enough explosives / flying suits. So I have an idea which Might help.

2 people could be able to work together to have 1 person climb up. 1 person under a ledge (or fence), another climbing.

Flat rate would be 40 tu's and 30 energy to climb up, for both the climber and the helper, but with several modifications. First, the TU's would be compared for both units, and the person with the larger TU pool would use more TU's to be using the same amount of TU's as the slower person, since its a team effort. This would be TU taxing obviously, but would give a huge advantage if you sacrificed the time units. The action would also factor in strength, and more importantly, weight.  The weight of the climbing unit itself, and the equipment it carried, would be tallied up, and then compared to the "open" weight in the other individual. The weight OVER the person helpings capacity, after adding the climbers weight of person and items, would tally against the Tu's and energy used, easily making the action impossible if you are both carrying too much, or using weaklings. Health / stun could also factor in, adding to the difficulty in doing so, so a gutshot helper wouldn't be as effective.

Admittedly I'm not at all sure how this would be possible in the engine, perhaps with a contextual move done with open hands by the helper / open hand of the climber, which moves the unit up 1, and forward 2, if facing each other, or perhaps it just enables a pathway to pathfind if the math works.

....So yeah, not sure how well this could work, BUT, this could be an interesting tactic for vaulting strong walls with a scout, and would provide a nice reason for light units (chuck dogs over a wall?) or to have a heavier unit a bit more moderately loaded up. I could see this especially if snipers are used.

36
Suggestions / Peripheral vision reactions
« on: August 25, 2018, 03:21:49 am »
So I had a thought about vision, and how the cone isn't exactly on point. In reality, we can see things in the corner of vision, but blurry, and particularly movement. My idea is, have a check to allow for peripheral vision (160 degrees, or 180, if thats easier) in  which a check, and calculation is done, for both detection of units, and reaction fire against them.

The check would operate, I imagine, as such : Say a hostile unit enters a friendly units peripheral view. Each square away increases its effective ability to blend in , since movement is harder to detect on smaller things, and things appear smaller further away. Smaller targets get an additional buff for difficulty in detection, while larger units are more easily noticed. So lets say a large 2x2 unit has a "blend" factor of -20, a large -10, medium -5, ect. Just ball parks. Then you also factor in the units camoflage, lighting, and if the target is on fire (a bright light would obviously be noticable). At the end of this you then get a moving units score, for blending in. I suppose you could also factor in melee as a psudo stealth factor for this. and their own reactions perhaps? dont know..

The check for the peripheral viewer, would weigh first, LOS if that would allow them to be seen with normal vision in this direction. If this fails, and they would be invisible in full view with those circumstances, it immediately fails the check. If not, it weighs reactions, and current TU's (tus being the theory that you spot better when still, and still means no TU's used). In the end, if the score is better for the viewer than the attacker, perhaps the unit could be displayed as a black blob moving, similar to "enemy activity" normal observation, but obviously obscuring identity of who. Reaction shot then would weigh the TUS of both units, and if the viewer passed the reaction check, t would incur a reactions shot, with -20% accuracy (for sudden, jerky shot) and 5  energy.

I figure this could make stealth a little more risky, and make flanking attacks a little less deadly to the right units. You, or the ai, would need to min max to make the most of it, but it could potentially save you, or kill you when sneaking up on an aliens side. It would also add an advantage to lighter armors, since helmets would eliminate, or Nerf peripheral vision.

Sorry my math isn't the best for this. My idea is, that, the further away, and more camo you have, the easier you remain un-noticed, while a person with amazing reactions, and full tu's might be able to cover a whole hall alone against invading mooks. small idea, but I still wanted to share it.

37
Suggestions / Re: Make Dual Wielding Useful
« on: August 21, 2018, 08:21:36 am »
Sorry for the necro but, I wanted to provide my 2 cents on this.

First, one critical use I would use akimbo for, is allowing multiple target firing with less tu usage compared to one. Imagine 2 smgs fired in opposite directions. You could not only double the fire rate, but target more enemies in a turn this way.

I'm no mathematician but I thought some about possible balance for it.

first, if 2 firearms are in hand, give some sort of option for akimbo combined, or independent.

Combined would be roughly as explained above, firing both at the same target. I wouldn't explicitly lock out 2 handed weapons that can function 2 handed, I'd just give it MISERABLE accuracy, and less efficiency in doing so compared to hand weapons. But I wouldn't really lock out using multiple types of guns together, I'd just round to the largest shot value for both.  Not ideal, but would be easy to implement.

Independent would be a bit janky to use, but would give much more versatility. my idea is you could enable akimbo independent stance in the weapon choices, which works like a toggle, with possibly a minimal 2 tu cost, or possibly none at all, and it would work like the following : first off, you have slightly lowered accuracy, possibly more than what dual fire would be (since you concentrate on 2 guns), and if you fire one, it discounts firing the other by 90% the cost of the first, yet the second is less accurate, with extra penalty for amount you must turn. (shooting behind you would be a crap shot if you used this). After the second hand is fired, it procs back to akimbo ready, allowing you to fire the first gun again, OR, disable akimbo to fire more accurately.  This would enable true akimbo, rather than effectively strapping 2 pistols together. you could, with a good troop, make pistols much more effective. However akimbo cancels if you move, to prevent unrealistic abuse (fire one gun, run 4 tiles, fire again for free?)

I was also thinking bringing reactions into this, I'm not certain of the math, but perhaps besides the slight drop in accuracy, subtract reactions from firing skill, and whatever is left over you perhaps multiply (.5?) and then also subtract from aim. Also, penalty on turning could also be effected by reactions, the same way. This way if you are an amazing shot, BUT, a terrible reactions person, akimbo will be far worse, but a mediocre shot with high reactions with them will at least be more stable over all. Perhaps akimbo could also effect reactions chance slightly so akimbo doesn't trigger reactions twice as much. As a balance issue, akimbo could also WIDEN  the possible cone of fire on said firearms to emulate awkwardness of firing 2 guns at once and trying to aim.

I know independent fire would be a much more complex coding to do, most certainly, but being able to fire them independently would make for a VERY interesting class dynamic....Imagine a magnum with smg combo, in decent hands, shooting a guy at 10 units, and spraying a guy to his side in half the time as normal. It would also allow particularly skilled troops to engage twice as many enemies, which, even with the accuracy issue, I could see double uzis being extremely useful in CQC engagements.

Honestly, I'd go with JUST independent fire, where you could effectively combine them IF YOU WANTED, but I figured I'd mention both. I know its more involved to code, and use, but the versatility added to it is well worth it in my opinion. And even with bad accuracy, this, and spray and pray feature, would give me a reason to try double uzis.

38
The X-Com Files / Re: Early gun balance
« on: June 29, 2018, 06:08:46 am »
Its not snap shot, its aimed shot : aimed shot is pitiful in all but the hands of the elite.

39
The X-Com Files / Re: Early gun balance
« on: June 28, 2018, 12:11:12 am »
I do think the blackops rifle accuracy could be higher than 80 : not a single rifle, except possibly a few obscure nato rifles, have such low aimed shot accuracy (80).

Magnums, hunting rifles, and most other rifles are at LEAST 90 aimed, and blackops is supposed to the pinnacle of engineering, yet its accuracy isn't any better than an MP5?.... Something around 90 or 95 would make sense, would still have a miss chance (even 120 can miss especially with low skill).

I understand its a more compact, and less built for accuracy, but its still a rifle, and in skilled hands, should hit on point.

I'd even be ok with 95 accuracy and a 20 tile drop off, but currently it feels like more of a heavy SMG than a rifle, but, currently its performance just doesn't match the oh so "prestigious" blackops name..

40
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 27, 2018, 06:58:09 am »
Any chance we could get regular steel bolts for the dart rifle and pistol? I know they are primarily for stun, but since the arc of underwater is a thing, would make sense to include the vanilla starting gun of TFTD. Plus melee damage would be an interesting change.

41
The X-Com Files / Re: Dossiers wanted!
« on: June 27, 2018, 01:42:01 am »
Chopped down the staff input while trying to keep them interesting. Sorry, forgot about how big is the limit...

A few more dossiers, to flesh out a few more groups.

Name: Murphys Law Macgyver (real name unknown)
Role: Saboteur
Affiliation: Syndicate
Details: An extremely eccentric, and odd man, who seems to have an frighteningly accurate prediction of consequences. He is used as an extremely unorthodox, but effective, means of accomplishing a mission. Due to the secretive nature we know little, but we know he once organized assassinating a target, with a combination of giving PCP to the nearby homeless, which caused a traffic accident to break open a propane trucks tank, and dropping a lit cigarette from a balcony. It was viewed as an absolute freak accident at the time.
Status: Whereabouts unknown

Name: Jitterbones
Role: Advisor, Warrior
Affiliation: Cult of the apocalypse, Zombies
Details: Apparently even in zombie society, there are those who wish to explore (at least as far as sentient ones). Jitterbones is one such case, of a zombie who wanted to explore the surface, despite warnings he wouldn't be accepted. But apparently those in the body mod community don't mind his odd looks, and the cult of the apocalypse doesn't mind him being a flesh eating zombie : they made a pact, offering protection from the modern world in exchange for a little help for themselves : which hes all too happy to provide. He is revered among them for his ability to either make new "temporary" recruits if need be, or "dispose" or unwanted bodies. Both of which he enjoys
Status: Interpol notified

(I was thinking using a picture of someone whos gone through extreme body modding)


42
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 26, 2018, 12:01:56 am »
Just a thought but, shouldn't the church of dagon also be based a bit in havana, jamaca, and bremuda? I'd think bremuda would be a hotbed for em considering all the stuff about the Bermuda triangle... I think its a natural place, and the deep ones being responsible for lost people in this region would make a lot of sense, like a lost deep one city.

43
The X-Com Files / Re: Dossiers wanted!
« on: June 25, 2018, 11:33:57 pm »
Another staff input... For chief accountant.

Staff input : Human trafficking concerns?
NO, commander, what I'm doing is not...technically, illegal, with our sold captives....how do I get several thousand dollars for a suspect? Look, I'm VERY busy with other things alright, I need to document everything we do to secure next months funding from the counc- "IS IT ETHICAL"? Look, commander, all you need to know is I find buyers for people, and what happens after they are sold is NOT my concern ok? If YOU are so concerned over the morality of it, How about I take the money out of YOUR pension? I can do that you know....

GREAT! Its settled, we won't discuss this anymore. Good day commander.

-----------------

And another for chief medical officer.

Staff input : Medical experimentation.
I know you might be slightly concerned about the dead body of the cultist we interrogated, but I assure you, it is entirely legal, and I even got a waiver signed. So it shouldn't really be too alarming. Dismembered? no no see the drug worked, but the muscular tension caused the muscular and skeletal structure to fold in on itself, so that was an unintended side effect. Don't worry I follow the Hippocratic oath, first do no harm, against our agents and coworkers.  But everyone is accountable to any harm they experience once they sign a consent and waiver form. By the way, commander, could you sign this consent form to try a new pill for concentration?... What are you looking at me like that for? Where are you going?

---------------------

(and a final one to include as a starter article, from quartermaster)
Bureaucratic loop hole : "lost paperwork".

I've got an idea moving forward you should know about. Technically speaking, we are NOT allowed to bring confiscated cultist guns to a mission if we don't have the right permits, BUT, Actually finding, and using such a weapon in the field if we find it is completely legal, since we are under threat, so, heres my idea. I'm just going to make the paperwork on found weapons very vague. Meanwhile, anything you confiscate in a mission feel free to use on other missions to keep your agents alive. Just make sure they keep their yaps shut about it : loose lips sink ships.

Edited for length

44
The X-Com Files / Re: The X-Com Files - 0.9.2b alpha: Workers Unite!
« on: June 25, 2018, 10:58:17 pm »
I suppose I worded that poorly : I mean, when doing the magma lab mission, WHAT am I supposed to research after? What specific event leads to these unlocking? ???

45
The X-Com Files / Re: The X-Com Files - 0.9.2b alpha: Workers Unite!
« on: June 25, 2018, 05:11:01 am »
I get that, but for the life of me, WHAT MISSION? Post it in spoilers if you need, because I'm lost, and starting to think its a bug, especially since I've never seen a streamer use heavy / auto cannon, and I love auto cannons.

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