Author Topic: The 'hit' function - saw an illustration on an old manual  (Read 10038 times)

Offline kharille

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The 'hit' function - saw an illustration on an old manual
« on: July 01, 2013, 07:29:02 pm »
It would be great if you had that option to hit someone.  Not sure whether the mind controlled chryssalid has some object in that hand slot, but hey, it would be nice to have this option to capture sectoid commanders using your rifle butt.  It would be cool and fit in with the action points system.

Any chance of having this in 1.0? 

Offline Warboy1982

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #1 on: July 01, 2013, 07:46:11 pm »
it's easy enough, i guess.

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #2 on: July 02, 2013, 02:37:33 am »
Wonder whether you could use something out of ufo extender or possibly just 3 categories of weapons, pistols, rifles and heavy?

Maybe a response even if you pick an empty hand.  Would be nice to mind control mutons and get em' to punch one another.  So a to hit no matter what's in front of you, whether that is a fence or another muton or another soldier would be nice. 

Destructable terrain...  maybe a muton is strong enough to break wooden walls?  Would be nice to have another reason to strengthen up and carry excess in every mission.  Maybe damage can be related to strength?

Offline KiethSomataw99

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #3 on: July 02, 2013, 03:39:00 am »
Maybe it should be that up close, you have the "Hit" while holding a pistol or rifle and "Slam" if holding a heavy weapon, such as heavy cannon or even a blaster launcher. Slam generally uses more time units and energy than hit but does more damage.
« Last Edit: July 04, 2013, 12:55:45 am by KiethSomataw99 »

Volutar

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #4 on: July 02, 2013, 05:22:03 am »
Extra menu item just might get no space for it..

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #5 on: July 02, 2013, 06:44:41 am »
Maybe just a 'hit' function so that you can use your left hand if you want to punch, and weapon hand if you want to whack them?  Higher probability of hitting with a punch but less damage?

Don't forget to allow terrain damage.  I just love the idea of kicking down doors.....

Offline Align

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #6 on: July 02, 2013, 09:58:42 pm »
The idea of socking a Muton in the jaw is strangely appealing...

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #7 on: July 03, 2013, 04:50:41 am »
Just make sure you're hitting whatever is in front of you.  Sometimes a mind controlled guy needs to be knocked out.  Maybe a ratio of 10:1 stun vs real damage? 

Wonder whether we should implement strength bonuses for the power armour?

and friendly attacks.  Half the fun I have is when I shoot my own troops....

Volutar

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #8 on: July 03, 2013, 10:21:53 am »
Hit damage should depend on item type. If it's the fist - it's one set of values, for knive - other set. And so on.

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #9 on: July 03, 2013, 03:56:47 pm »

https://www.xcomufo.com/x1manual.pdf
See page 40, it was in the manual but not implemented.

Very low accuracy.  I wonder whether that is based on weapon skill?  Actually, can't remember the names of all the stats...

Can anybody work out what % action points that counts as?  14 AP to throw, 20 to 'Hit'....



Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #10 on: July 03, 2013, 04:03:38 pm »
Oh, hey, does anybody know much about the zombie close combat attack?  I wonder whether that might already have the necessary coding?  action point costs and accuracy?

Do the Mutons ever do close combat?  I know cryssalids waste tanks easily in close combat.  Any common features in the coding?

Offline KiethSomataw99

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #11 on: July 04, 2013, 12:59:55 am »
Strength should determine the damage dealt with hit and slam. Also, soldiers controlled by aliens holding a weapon with no ammo may generally attack in melee. Third, soldiers that are attacked in melee can pass a reaction test and turn and strike back against foes that attack them if they have sufficient time units. Aliens life forms, excluding terror units, generally don't attack in melee unless they react to a melee attack. However, with this function, aliens holding blaster launchers will attempt to bash soldiers who are up close with to kill them without blowing themselves up.
« Last Edit: August 11, 2013, 11:33:31 pm by KiethSomataw99 »

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #12 on: July 15, 2013, 06:35:00 pm »
https://www.ufopaedia.org/index.php?title=Melee_Accuracy

Check this out.  Seems like it was incomplete.  Would love to tangle with cryssalids.  Maybe add a 'reaction' response to close combat so that a flying suit soldier can be knocked out if he does something ...  entertaining like try to wrestle with a crysallid.

And surely soldiers would be able to respond.

Can we somehow add some alien close combat aggression?  Maybe if you disarm them, can they be made to attack in hand to hand?

Offline kharille

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #13 on: March 01, 2014, 06:02:41 pm »
Oh guys, just an illustration.  Seems it takes up 50% of your action points.  Check this out.  See the pic.  p40 of the manual.

Offline KiethSomataw99

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Re: The 'hit' function - saw an illustration on an old manual
« Reply #14 on: March 05, 2014, 03:32:09 am »
Perhaps in this, Pistol Hit takes 15% time units and deals minor melee damage and stun; Rifle Hit 25% time units and deals moderate melee damage and stun; Slam with Heavy Cannon, Auto Cannon, Rocket Launcher, Heavy Laser, and Heavy Plasma uses 35% time units but does a good deal of melee damage and stun. Slam with the Blaster Launcher uses 45% time units but does plenty of melee damage and stun.

Of course, the heavy plasma should have weight increased to provide realistic mass for a heavy melee strike.
« Last Edit: March 16, 2014, 10:39:27 pm by KiethSomataw99 »