OK, so you're against the idea of landmines in X-Com. Fair enough, but I don't expect this to receive much support from either modders or players.
FOA, concealed mine is not a weightless essence, it is the tool which weights 4,5 kg and takes 30% of inventory capacity of the newbie soldier, giving only one single explosion in exchange.
Second, For anyone who had been somehow touched/hurt/nuised by me - don't get it personally, that's just my way of attracting views to the issue. Nothing more.
In reply to me, a month ago or so, Xilmi agreed that mines and sensor grenades are tools of victory and it's a point of reconsider towards AI shouldn't avoid it. Now I can't get what is happening.
The point I writing here over and over again: the game itself is a mechanic-solving puzzle for human brain. If the conditions of victory are too punishing in contrary to joy, no one will ever play this game, except for a tiny piece of people who think themselves privileged over others, aka
snobs. Once you get the mechanics, you can win. You don't get the mechanics - you lose over time with some percentage each XCOM-earth month.
Getting the mechanics is synonymous to understanding the most possible exploits and abuse mechanics to get to victory condition on battlefield or globe.
Most of the players of vanilla AI understood these exploits very well, but them were compensated by enemy numbers, inventory slot and weight caps, etc.
What is the point of nerfing players tools of getting to victory condition? The initial request was to make AI more competitive by itself, not by cheating mechanics. Clear/slight/none avoiding of any hidden primed explosives (and any, depending on modder, hidden things like beartraps in grass or stealthsuits, or camo or whatever) by enemies should be decided by a modder. And OpenXCOM project has only five and a half teams of these who create content for mods.
Now, what I can understand, Xilmi's approach to design means separate global mod similar to XCF or XPZ to implement the radical changes.
Aka, mod, when you combat 10 aliens with army tanks or 100 unit squads, etc.
That one comment "my squad was blaster-lanched on turn two-three, giving the infinite panic loop" is purely out of tamagochi approach of mission-by-mission raising elite squad of guys who will assault the Cydonia chambers (36 ppl, in all, vs 200-300 top aliens).
There
must be something that will equalize global mods with novel AI model, because the AI change was somehow desired for a long time.
And, Xilmi, do you ignore my question? Have you ever took your time to just relax and play XCF with base AI? It purely joyful experience in terms of story and mechanics.