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Author Topic: Could be possible to do a mod that disable opportunity fire?  (Read 3944 times)

Offline Nightwolf

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Hi! First i want to  congratulate the team for openXcom. Indeed was a long travel, hope never to be fully finished, as the engine grows adding more and more stuff. Then second to present me. I was played a lot the original Ufo back in its heydays.

I didnt play ufo since... maybe 10 years, so i want to share some ideas.

I played a lot Laser Squad, and i always loved the idea of opportunity fire. But now, i think could be very nice if that can be disable, to make the tactical scenario much faster, and probably wild. Not quite sure if actually that can be disable, of needs to be changed on source code (beyond my skills) But i think this might be pretty fun to try what type of warfare the game becomes without the Opportunity Fire.

Then i found when equipment screen just before the battle, i was not able to remove stuff with right mouse button, and then going automatically to the storage. Then was a pain to left click on the item, then look for a free space, or worse, to click on the "scroll" right arrow. Might much faster if right button can do it.

Also, tool tips might be very welcome, once you want to buy stuff. Want a tank? Fine! But... do i need to buy missiles for him? What type? Maybe a some kind of help to newbies to determine what "reload thing" belongs to, or what stuff needs what to be reloaded. (just maybe a little tooltip if you let the mouse a while on an item) Also, pictures are much better than just the name, it helps to know what is what.

Of course, all of this should be optional, as probably you will like the original way as was the game we loved. And i really want to play some kind of Ufo:Enemy Unkown Enhanced :) But not only for gfx, but for added content :) (more different scenarios, maybe adding more different missions other than kill and recover ufos, like recue some VIP, rescue fallen pilots, fight against other "bad" humans (ey why not, after a country is under ufo control, maybe you need to recover it maybe with infiltration missions and need to kill someone special) so the game can generate some kind of history, but not fixed, but be by random events and how your performance is. The posibility is endless indeed (why not moon can be another region where a base needs to be stabilished and be under control, etc)

Sorry my bad english, as im from spain.

Again, thank you for your time and effort. You made me happy with OpenXcom :)

Volutar

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Re: Could be possible to do a mod that disable opportunity fire?
« Reply #1 on: May 24, 2013, 01:02:35 pm »
Opportunity fire WAS in LS, though it was called other name. And it was nto just fire, but fully manual control.

Offline Nightwolf

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Re: Could be possible to do a mod that disable opportunity fire?
« Reply #2 on: May 24, 2013, 01:17:49 pm »
Yep, i dont said was not (also liked to be manual fire, insted of the auto fire from UFO, but then make the gameplay faster) I really want to experiment how gameplay will be if opportunity fire (that was named in LS, just check the manual) is disabled from both sides. Fore sure, more "arcade" gameplay to speed battles :) As i read wandering for the forums, seems a way could be making every unit impossible to be "opportunitted" on rules cfg.
« Last Edit: May 24, 2013, 01:19:31 pm by Nightwolf »

Offline moriarty

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Re: Could be possible to do a mod that disable opportunity fire?
« Reply #3 on: May 24, 2013, 03:40:01 pm »
https://www.ufopaedia.org/index.php?title=Reaction_Fire

I think the easiest way might be to simply set all "Reactions" stats of all units to 0. that should eliminate all reaction fire without having to change a whole lot of stuff. :)

Offline Nightwolf

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Re: Could be possible to do a mod that disable opportunity fire?
« Reply #4 on: May 24, 2013, 03:48:12 pm »
Thank you very much Moriarty, will test it if its fun or not :)

... and was not :)
« Last Edit: May 25, 2013, 02:11:58 pm by Nightwolf »