I second a lot of these suggestions
quote author=efrenespartano link=topic=6484.msg101024#msg101024 date=1533498933
To be clear, a lot of these suggestions would
be great, but I'm not expecting any of this.
I think this is an awesome community and am very
thankful for all the devs and mod builders for
their voluntary time and commitment to the
community...Thank you!
Here's my thoughts:
I was thinking of a characteristic "canRefuel: yes", that allows to refuel the crafts that escort it, using the characteristics that were already implemented with the HKs. This would be useful to increase the combat range of crafts with little fuel.
For this idea, you could also have specific crafts that are "tankers" to refuel the smaller crafts so the craft that can fuel another tanker in mid flight has to have the value "isFuelTanker: true" and the refueling craft would have "canRefuel"
Or to solve this could be an option when the craft says it's low on fuel there could be an option to "fly to nearest base to refuel and continue mission" This feature could just work as is or have some other stipulation like the other "nearest" base would need a hangar for the craft to fly there and have an empty hangar" that way you could have small bases without crafts but an empty hangar and send the craft there in mid flight, may need a requirement for living space too, especially if there are soldier, but even just fo the idea that there is a pilot.
I think this option would be great if in mid flight you could send a craft to another base that has an empty hangar mid flight, you could even chack and say "No hangar space available" or "Insufficient living quaters available"
Another feture I would like to request would be to have the option to send a craft to go on a second mission after completing a previous one, multiple missions before a forced return to base option. There could be a value "multipleMissionLimit" where set to 0 would allow as many missions until fuel ran out. Fuel restrictions would still apply. Setting it to 1 would be vanilla x-com, and 2,3,4 etc. would allow a limited number of multiple missions, would could fit well with small interceptor having to return more frequently as opposed to large troop transports.
There could be a uniqie craft storage size limit "storageLimit" for each craft type that would affect how much gear it can store this would affect when placing soldiers and gear in the craft at the base equip menu, but also this could be a check if the craft has less than the "forcedReturnStorageLimit". This would also cause, I think, an end of mission promt for what gear, collected alien, tech, etc. that would have to be left behind. So if you have a small 1 soldier interceptor style craft that could land it would likely not be able to take a large cyberdisk or a lot of other alien gear.
There could also be a check if there are wounded soldiers on board and state "Wonded soldiers, base return required" when trying to asign the craft to a followon mission.
For interceptor type craft there cold be a ckeck if there are any ammunitions still available and if no more missiles or ammo then the interceptor would need to return to bese? or just allow it to engage a dog fight without any ammo and let the player decide when no ammo remains.
Another idea: would it be possible to make a kamikaze plane? I'm thinking about a craft having run out of ammunition, then ram directly into the UFO in the hope of impacting it and destroying it or at least causing it harm.
I have planned to make a "hangar for cruise missiles", a 1x1 installation in which only can be stored "cruise missiles", very fast aircraft with the variable isKamikaze: yes but with little range to serve to shoot the largest UFOs. I have always imagined that Tomahawk missiles should be useful for attacking very large ships.
One way that could meet this request would instead of a new hangar have missiles, fusion balls etc stored within their own facility, so instead of taking up general storage each missile facility would have it's own storage type and you could "launch" the missiles or ICMB, etc from those facilities. In essence the missile facilities become their own "hangar" type for the specific "missile" type. This could also allow for different variety of missiles at each facility depending on size/storage/energy requirements.
One more unified way could be to have item properties: like aliens need containment, craft need hangars, missiles need missile silos.
storageType: {general, hangar, alien, prisoner, creature, ghost, missile}
Then for crafts and missiles a property: "isLaunchable: true" and "launchType: {land, water, air, missile}"
It has already been mentioned above about the types of hangars. Large hangars for large aircraft, small hangars for small aircraft.
Enviado desde mi Blade A510 mediante Tapatalk
I've complete switched to playing X-Com Files most of the time, and second this suggestion.
I don't know how easy this would be from a dev perspective, but you could have different hangar types. I think there's an easier way that would also be less intrusive to the original gameplay and not needing new hangar types.
There could be value set for each craft size, CraftSize: {small, large} and a second value CraftShape: {round, wide, long} the Second value would only be needed for small crafts.
- Small could fit 2 crafts in the hangar, this would work well for the "car" crafts in X-Com Files, and large only one craft, so the default value for vanilla X-Com would be all crafts are large
For Small Crafts:
-- If both 2 small crafts were wide, then they would both be centered one above and one below in the hangar.
-- If both 2 small crafts were long, then they would be side by side in the hangar.
-- If both 2 small crafts were round, then they would be diagonally centered, either top left and bottom right or the other way around, top right and bottom left.
Here's an example
Craft:
- Type: delta-flyer
size: small
shape: long
storageLimit: 20
forcedReturnStorageLimit: 18
multipleMissionLimit: 2
Thanks for taking the time to hear my thoughts...
-JC