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Author Topic: Incorporate TFTD UI improvements  (Read 6224 times)

Offline grrussel

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Incorporate TFTD UI improvements
« on: November 06, 2012, 10:21:24 pm »
https://www.mobygames.com/game/dos/x-com-terror-from-the-deep/screenshots/gameShotId,2730/

The screenshot shows the battlescape UI of TFTD: it would be nice to have the buttons for "kneel at end of turn/firing" and "drain time units to zero" in OpenXcom

Offline pmprog

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Re: Incorporate TFTD UI improvements
« Reply #1 on: November 07, 2012, 09:16:16 am »
Why would you ever want to zero off any remaining TUs?

Reserve TUs for kneeling, I like though :)

Offline grrussel

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Re: Incorporate TFTD UI improvements
« Reply #2 on: November 07, 2012, 09:36:56 am »
Mostly to prevent reaction fire - when equipped with explosive weapons in confined spaces, for example.

Offline Warboy1982

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Re: Incorporate TFTD UI improvements
« Reply #3 on: November 07, 2012, 09:52:44 am »
zero off remaining TUs - because mind control isn't broken enough.

Offline pmprog

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Re: Incorporate TFTD UI improvements
« Reply #4 on: November 07, 2012, 10:18:02 am »
Both points well made... I never really thought about them. I don't usually carry much in the way of HE, usually just a few grenades

Offline moriarty

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Re: Incorporate TFTD UI improvements
« Reply #5 on: November 07, 2012, 11:46:53 am »
wouldn't it be better to have a button for switching reaction fire on/off? kind of like an "anti-overwatch"-button in XCOM:EU terms? ;)

Volutar

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Re: Incorporate TFTD UI improvements
« Reply #6 on: November 07, 2012, 12:00:37 pm »
reaction fire in xcom1/2 is feature that only breafly touched by designers. i think it should be completely rethought. it should have more flexible options and easy UI. like tuning reaction fire for each unit not only for firing with prime weapon, but with secondary as well, and even "cover" manuever (to get over corner if saw someone), or reaction kneeling ...

Offline pmprog

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Re: Incorporate TFTD UI improvements
« Reply #7 on: November 07, 2012, 12:11:21 pm »
I'm going to have a look at the map generator bug I reported the other week first, but then I might have a look at this.

I'm also thinking maybe looking at adding "Aggressiveness" like in XCOM:Apoc, so the reaction might actually be to run away, rather than shoot. But that'll require more rejigging.