Author Topic: Alien Bleeding  (Read 12236 times)

Offline Qpoter

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Alien Bleeding
« on: February 11, 2014, 03:47:48 am »
There is a particular feature in TFTDExtender, alien bleeding, that allows aliens to take Fatal Wounds as well. This not only evens out the playing field significantly, it introduces a few new tactics that would otherwise not be practical to employ.

 A shot landing but not killing is no longer as big a deal, because either the alien will die soon or be rendered much less combat effective due to health loss or damage to a significant part of the body.

 If you want the best idea of how this affects gameplay, play TFTDExtender with the alien bleeding option turned on and you will notice the difference.

Offline Mr. Quiet

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Re: Alien Bleeding
« Reply #1 on: February 11, 2014, 04:44:42 am »
It's a great feature in the UFOExtender as well. I prefer injured aliens that don't bleed out. This way they also take stat penalties. If aliens bleed out, it'll be harder to capture them when they go unconscious from a direct hit :(

Great suggestion though. Thanks for bringing this up, Qpoter!

Offline Solarius Scorch

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Re: Alien Bleeding
« Reply #2 on: February 11, 2014, 01:22:13 pm »
I also vote for adding this feature. It wouldn't really help you that much (a mortally wounded alien can still kill you for a number of rounds), but it would make the game feel more natural.

Offline hszp

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Re: Alien Bleeding
« Reply #3 on: February 11, 2014, 01:40:11 pm »
From the title I thought this would be about injured units leaving trails of blood.  :)

Offline kharille

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Re: Alien Bleeding
« Reply #4 on: February 11, 2014, 03:36:51 pm »
That just gave me an idea.  What about toxin darts that create a similar effect to 'bleeding'?  And again, a medikit or alien equivalent can stop these effects....

Offline hszp

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Re: Alien Bleeding
« Reply #5 on: February 11, 2014, 03:46:18 pm »
Poisonous gas grenades?

Offline kharille

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Re: Alien Bleeding
« Reply #6 on: February 11, 2014, 06:03:43 pm »
Watched a lets play of xcom apocalypse...  not a new idea I guess...  But since there is a mechanism for bleeding, a mechanism for poisoning would be good...

Offline yrizoud

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Re: Alien Bleeding
« Reply #7 on: February 11, 2014, 06:49:43 pm »
Want something that lasts for several turns and afflicts Damage Over Time ? Use fire !

Offline Qpoter

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Re: Alien Bleeding
« Reply #8 on: February 12, 2014, 01:13:08 am »
Poison as a damage type would be very nice. It only affects organic targets to varying degrees, but deals all of its damage in fatal wounds.

However, I don't believe damage types have been externalized yet.

Re: Alien Bleeding
« Reply #9 on: February 13, 2014, 12:58:32 pm »
I think this feature will be very good :)

Offline Solarius Scorch

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Re: Alien Bleeding
« Reply #10 on: February 14, 2014, 04:12:17 am »
Actually, I think it'd actually make the game harder. Sure, sometimes an alien will die instead of continuing being a nuisance, but more often an alien you want alive will die. This would add some depth to the game, I guess.

By the way, can aliens be healed with a Medikit? I can't remember. :)

Offline Qpoter

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Re: Alien Bleeding
« Reply #11 on: February 14, 2014, 04:24:31 am »
They can't, I just tried.

Offline Solarius Scorch

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Re: Alien Bleeding
« Reply #12 on: February 14, 2014, 05:12:06 am »
They can't, I just tried.

Thanks for the answer.
Well, they probably shouldn't be; logic dictates so. But still, it might be interesting from a gamey point of view.

Offline kharille

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Re: Alien Bleeding
« Reply #13 on: February 14, 2014, 04:54:30 pm »
Maybe if you've researched them, then you can?

Offline Solarius Scorch

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Re: Alien Bleeding
« Reply #14 on: February 14, 2014, 05:00:01 pm »
Maybe if you've researched them, then you can?

Yeah, maybe... Though making ever soldier a qualified medic is already a bit of a stretch; turning them all into expert xenosurgeons may be too much. :)