aliens

Author Topic: [Weapon] Naymore Mine  (Read 7412 times)

Offline civilian

  • Colonel
  • ****
  • Posts: 154
    • View Profile
[Weapon] Naymore Mine
« on: May 30, 2014, 12:31:35 pm »
Just something older from me.  :)


Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [Weapon] Naymore Mine
« Reply #1 on: May 30, 2014, 04:04:25 pm »
The bigSprite number rules. :D

I wonder if it's not too light though... With Weight of 12, I can see soldiers tossing it at significant distances.

Offline Arpia

  • Colonel
  • ****
  • Posts: 116
    • View Profile
Re: [Weapon] Naymore Mine
« Reply #2 on: May 31, 2014, 12:58:55 pm »
perhaps a good ruleset addition to add into the game would be a max range for grenade types? you know... so you can't go round punting HE packs like a football

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [Weapon] Naymore Mine
« Reply #3 on: May 31, 2014, 03:33:55 pm »
perhaps a good ruleset addition to add into the game would be a max range for grenade types? you know... so you can't go round punting HE packs like a football

That would be illogical: if my soldier has 60 Strength, and the item weighs 12, throwing should be easy.

The only two ways I can see to resolve this problem are:
1) Making sure all relevant items are properly heavy.
2) Coding in a new "Arm & Deploy" action, which forces you to leave the item on the ground (though you'd probably still be able to throw it afterwards, so it doesn't really solve anything).

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [Weapon] Naymore Mine
« Reply #4 on: May 31, 2014, 04:25:59 pm »
XCOM is always put in an offensive situation (progress forward and securize), so proximity explosives need be deployed in an unsafe chokepoint. If a soldier needs to go very close to deploy this device, it limits a lot the usability.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [Weapon] Naymore Mine
« Reply #5 on: May 31, 2014, 07:18:03 pm »
XCOM is always put in an offensive situation (progress forward and securize), so proximity explosives need be deployed in an unsafe chokepoint. If a soldier needs to go very close to deploy this device, it limits a lot the usability.

No doubt. However, tossing huge explosive backpacks across the battlefield has its downsides in game immersion department.