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Messages - TheCurse

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316
The X-Com Files / Re: Alien food / unused items
« on: August 26, 2019, 11:21:21 pm »
The grenades don't take up transport capacity and may be cheaper, and you can carry multiple.
Also you can throw them immediately where they are of most use, instead of having them to walk around (and possibly get shot before that).
Basically a "rookie in a can" at the right time at the right place. ;)

317
The X-Com Files / Minigun seems OP
« on: August 26, 2019, 11:17:28 pm »
The last ingame half year i had access to Blackops miniguns (no alloy ammo yet) and gameplay has changed drastically.
Basically, give everyone who can almost carry it a minigun (if ~70 str a spare ammo pack) and just blast everything that comes across, with up to 3 salvos per turn, no matter how close or far.
This may probably change once the alien missions get more, but thats still 6 months out as far as i know.
So for any cult/creature mission a squad (5+) of non-rookies carrying miniguns just seems like the repetitive solution to all your problems for a very long time.
Given the variety of useful weapons, I´d propose a role change for the minigun so its not the best "all purpose gun" anymore...
Since its a minigun, making it weaker would be very weird, those things are meant to be powerful as f***.
But they´re heavy and cumbersome...
So what about fewer but more powerful salvos?
E.g. 15-20 shot each, but costs at least >50% TUs. It´d still be devastating against any target, but you could not take out too many distinct enemies per turn anymore without resorting to spray&pray.
Might even be worth it to have a short burst / long burst mode, with short burst 5 shots at current TU cost and long burst with 15/20 at double of current TU cost, for area fire.
Also considering to lower ammo capacity would be an option, what other full auto gun has 25 salvos per mag...

With current stats at least its cheap to take on any mission, since its fast and doesn't seem to require strategical adaption.

318
The X-Com Files / Re: Alien food / unused items
« on: August 26, 2019, 09:34:45 pm »
Would 30 holodudes be more or less expensive than 30 rookies? Can they be re-used if they aren't killed?


Asking for a friend.
not sure about the cost (its definately over selling price of entertainment...), but of course they can't be re-used... the grenade they came in is gone :P
For balance reasons there might even be a maximum turn lifetime for them, like 1 or 2 or so...
(your arguments on why it doesn't fit content wise are pretty valid though. then again, might be psionic projections... >_> )

319
The X-Com Files / Re: Alien food / unused items
« on: August 26, 2019, 12:09:16 am »
Alien entertainment would be a very fitting item to make hologram traps from...
Not sure if its possible though.
Idea would be to work it into a grenade that spawns a non-controllable (or 0 TU) soldier that gets shot at by enemies, but doesn't give penalty when (easily) killed...

320
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 21, 2019, 01:46:57 am »
50
interesting. i was looking for a page update like that, but its not displayed for me. (Language is english)
neither regular not blackops magnum.
successfully produced (and used) a tritanium magnum clip, but the ufopedia does not display it there.

321
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 20, 2019, 02:29:26 am »
so i researched & produced tritanium magnum ammo.
but it doesn't have an ufopedia entry it seems.
how much dmg does it do?

322
The X-Com Files / Re: Different mission goals
« on: August 19, 2019, 08:55:58 pm »
I see. If you put it like that its already there, yes.

323
The X-Com Files / Re: Dossiers wanted!
« on: August 19, 2019, 08:53:53 pm »

Pinky & Brain

Role: Lab rats

Affiliation: unknown

Details:
Pinky and Brain were created in a genetic experiment.
With Pinkys impressive intelligence and suspected psionic abilities
and Brains unusual strength they easily escaped the laboratory.
In their ongoing quest for world domination they currently operate
a cloning center for genetically enhanced rats.

Status: Interpol notified


Well maybe instead of Interpol an exterminator is notified, as interpol may not take you serious on this one ;)
Have not found a fitting image in vertical format of visibly evil rats yet.

Of course would be fitting to have a "Destroy cloning lab" mission involving rats.
(My idea would be having them escape as research result, but leaving behind something that may lead to improve xcom rats, like custom armor or tritanium teeth or genetic enhancement)

324
The X-Com Files / Re: Different mission goals
« on: August 19, 2019, 07:29:43 pm »
I understand now, thank you.
Hm ye there are really not that many possibilities...
Though some detroy missions (Generators, bases, servers and whatnot else) should be possible with that somehow.
Would it be possible to have special dmg type for tiles? That´d open the possibility of using mines (with radius 1 and a dmg type that doesn't affect regular stuff) to implement some kind of triggers...

325
The X-Com Files / Re: Different mission goals
« on: August 19, 2019, 12:42:45 am »
so there´s no possibility to check for e.g. items on ground the same way the asylum mission checks for its aim?
is it actually a win condition since it just doesn't end there?
would it be possible to alter/add stuff based on such triggers?

326
The X-Com Files / Different mission goals
« on: August 18, 2019, 09:20:56 pm »
I think it´d be nice for a change to have different mission goals, in terms of not just killing/stunning everybody.
The asylum mission is a really good example for that.
Not sure what the engine is capable of, but it seems "blow something up" is definately possible as goal.
Alternatives would be "steal something" as in "take from A and put down at B". Could be a person too...
Or as a modifier, if x happens (e.g. you get spotted in an enemy turn or something else) heavy amounts of reinforcements spawn.
Of course the possibility of just killing everyone still is valid, so thats probably what most people still would do.

any thoughts on that?

327
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 15, 2019, 03:50:40 am »
hm, kinda not sure if i remember ever seeing it. Maybe once as i tried out the mudrangers, something does ring a bell...
Doesn't seem to work from the intercept menu of missions / popups though.
Would be awesome to have a check there, e.g. "its too far away for the selected vehicle" or something like that.
Dunno how the majority of people is launching, but ~100% of the time i use the intercept menu on mission site / popups.

328
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 15, 2019, 12:52:08 am »
well apart from that ridiculous abuse, the mudranger range is unusably low, airborne version too.
why bother to get a transport (no matter how large) if you can use it for 2% of the missions...

what´d be cool though, a range indicator (if limit < earth circumference).
i *HATE* it to send a heli to a mission to have it turn around on low fuel on literally the last 10 pixels. happens way too often, no matter how good i guess...

329
The X-Com Files / Re: Some suggestions
« on: August 13, 2019, 11:49:24 pm »
8) Tritanium crowbar, golf club and pickaxe
9) Rocket boosted sledgehammer. Hardly hits anything, but if it does, oh boy...


As for strange lifeform missions, how about a variable map size? So you end up somewhere between the usual shooting range mission and a crowded room filled with (hopefully less...) creatures.
I´d agree with all other points except 6 and 7, then again don't have much game experience yet to properly judge them.

330
The X-Com Files / Re: General Feedback
« on: August 10, 2019, 11:55:10 pm »
wait so currently income is not tied to score at all?
thats kinda weird imo. for what is score then?

for the UfoPedia I´d go with a simple ski/beach/work equiment (or item), like the "concealable" now.
just felt strange that concealable is indicated, even though you need it a lot less.

that general article might do too of course, but there are so many advisory articles already, its hard to keep them in mind all the time.
(not that there´s too many articles, it gives a lot for the setting of the game that its not just item descriptions but many stories etc too)

also, for the sake of it, started ironman game. holy **** its hard o_O
totally understand now how money runs tight then.
haven't even been able to do an outpost mission in half a year. and lost the durathread factory mission.
probably time to start from new...

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