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OXCE Support / Re: Bughunt mode
« on: July 15, 2018, 07:26:10 pm »
Thanks again! just d/l'd and updated.. much appreciated
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2. I get the complaint about the terrains, though TBH nobody has ever complained about this before, so I paid no attention to it. Should I decrease probability of these dense terrains?
3. These missions with MiB and Hybrids should not have UFOs at all, it was simply the only way to implement them. I believe it's possible to do it more elegantly now; I should have a look.
I appreciate a lot playing FMP with its approach to keep the flair of the game close to the original.
However, there is one thing which I don't like:
Or you shoot down an ufo in the middle of Africa and then you wonder how your Skyranger managed to land in a spot completely surrounded by winding two-story "farm" buildings with flower gardens and whatever. I mean, take a random spot in the middle of Africa, what is the chance that you will encounter only a single building nearby, let alone the luxury gardens and TV devices etc.
The addition of new map tiles is fine and welcome, but it should be made sure that the balance open-vs-cramped tiles is not changed too much.
This assumption is going to be true only for a certain subset of mods, and/or a certain subset of missions within.
....
This outlook looks limited to the classic ufo:eu narrative, that there are some coherent forces acting against player's team.
If your team is facing a mob - well, what's you going to do? There is no tile to sit on, there is no leader to rob. So the mechanic wouldn't work at all, and if the requirement is that it works for any mission, then the suggested solution doesn't cut it.
Well, there is no official explanation how it "works"... and yes, it is probably immersion-breaking for some people.
I tried to tweak the conditions, so that it only triggers when the pain threshold on the player's side has been reached... and he's willing to sacrifice immersion to save time (and preserve sanity) in real life. After some playtesting, I think it triggers even less than I would want it to.
I understand that each player has a different threshold, and that default settings are biased towards my preference... but they are moddable and will be turned off by default. I am also open to suggestions for more parameters (of course I reserve the right to decide if I implement them or not).
PS: I would also like to add that other games have similar concepts too, for example in Heroes of Might & Magic... if AI hero doesn't have a town for 7 days, he's automatically banished from the game even though there is no real explanation why would that be... or in Warcraft 3, if you don't have a "town hall"-like structure, entire map is revealed for your opponent after 60 seconds even though there is no reason to... other than to speed up the game And so on...
It's my extremely personal opinion, but I think this just can't fit into or be adequately explained by any narrative. How are those enemies hiding all over the map in cupboards, including dogs and b-boys, get to learn that someone's stepped on a certain tile or picked up a certain item?
The whole 'capture and hold a tile' mechanic is also quite alien to the engine. What does it exactly mean to 'capture and hold' a tile?
I think if the 'quest for the last alien' is still a problem, there has to be some other way to solve it. Or is the problem you're trying to solve a some different one? Please tell.
Capturing a tile or item is easier to achieve than the current conditions... so it would be more gamey.
Anyway, in the next version the bughunt will be disabled by default, so you get your vanilla experience back.
Also, tangentially related, has anyone found a good use for incendiary grenades? I usually ignore them, but I consistently see them in grenade-related mods so I figured someone must have found a use for them.