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Offtopic / Re: What about humans invading aliens?
« on: May 30, 2020, 11:36:50 pm »
Nice necro, not unhappy, just noticing.
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But that's not the issue. I am pretty sure OP, whose side I kinda-sorta take, isn't having issue with some battles being unwinnable, but with being surrounded at the very beinning. When the vehicle just stops and the agents unboard, they do so right under the scopes of the enemies and before player manages to make them take even one step, they can fire off.
Unwinnable battles are alright, there's evacuation button just for that. But it's more fun and the design's better when the player evacuates because the battle was hard and tactical errors were made, rather than skipping out of the whole mission at the very beginning of first turn because the driver parked in kissing distance of armed enemies - a situation which is understandable on superhuman level of difficulty, but happens semi-commonly on most others as well.
Understood. Is there some way to make the mod differentiate and use different combinations of keys to lead to different screens or would that require code changes in OXCE itself?
If you're going to suggest something, then please also suggest the reason why it should be in this mod.
To give you an example - why would Dioxine include the DN3D chaingun if we already have the (Doom) chaingun, AMG, LMG, Spitfire and many other autofire weapons. What role would it fit which is not already covered by existing weapons? What makes it different (other than looks)? etc.
In 6.5 it is also configurable.
One of my terror mission civs just picked up an LMG. I didn't know they could do that.