Thanks to all for your feedback.
@Solarius Scorch
24) Soldier Inventory screen.
Add infos in the soldier Inventory screen.
Red squares with dots show primed grenades and explosives (Smoke Grenade, Grenade and High Explosive in the inventory; Smoke Grenade on the ground (only red dot)).
I would rather stick to the red dot everywhere to indicate that a grenade is primed. This is partially for visual consistency, but also because I have a perhaps better idea for red rectangles in the inventory: when dragging equipment, the red rectangle around an empty equipment slot could indicate that there is not enough TUs to move the object to this particular slot.
I don't like coloured dots much, I think it's too much information. Plus, making it look good would be hard.
Originaly, I just wanted to put red dots on the screen, but I thought it was not visible enough for the explanation, so I added the red squares.
But remember the images are for explanation only; the goal is to have visual infos, thus the player do not need to click everywhere on the screen to have infos.
Colored dots are easy for explanation and are easy to implement, and this can be done another way.
If you think there is too much infos on the screen, perhaps all the additional infos (compared to original XCom) should remain optionnal (exept some non-invasive) so that each player can adjust the UI to his playstyle.
Screen 001:
display this info --> YES
display this info --> YES
display this info --> NO
Personally, I prefer direct visual infos instead of the need to click everywhere, and some needed infos are not accessible from some screens.
I don't like fighting the UI.
I like the idea of red rectangles in the inventory when dragging equipment with not enough TUs.
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@Aldorn
You could perhaps update your first message too
I tried but the post reached the limit of 20,000 characters
24) Not convinced
25) I do not know what to think about the colored dots, I like the efficiency but dislike the look, anyway a good idea to explore, and certainly improve step by step
28) Yes, but gray instead of red
The efficiency is the goal, the look can be adapted; as I said dots are easy for explanation and the red color more visible.
EDIT : or perhaps create a topic for each suggestion
[SUGGESTION PACK] #001 ...
[SUGGESTION PACK] #002 ...
[SUGGESTION PACK] #003 ...
There are already 29 points, and all in the same post seems more convenient to find them.
EDIT2 : could it be that you are paid by a concurrent site, just to downraise morale of our dear SupSuper ?
Do you have a Medi-kit with Pain Killer and Stimulant for him?
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Some more ideas
30) High Explosive Remote Trigger.Size: 1 high x 1 wide
Weight: 3
TUs: 25% per use.
Cost: $200
Sell Price: $160
In the soldier Inventory, right click on the High Explosive opens the Set Timer window.
Left click on the "Set Timer" text window area makes the High Explosive to go into Remode Control mode.
Left click on any number (doesn't matter) to exit the window.
From now the High Explosive can be remote triggered with the High Explosive Remote Trigger.
When used during combat, the High Explosive Remote Trigger activates all the High Explosives into Remode Control mode (there is no selection possible to activate only one or a specific High Explosive, even those carried by others soldiers are triggered, so beware, and especially with alien psionic controlled soldiers).
The standard use is:
set the High Explosive in Remote Control mode,
throw it or put it on the ground,
move away,
use the High Explosive Remote Trigger.
The player can also throw or put on the ground several High Explosives, and then use the High Explosive Remote Trigger to trigger them all.
The High Explosive Remote Trigger is not linked to a specific High Explosive, thus the XCom squad can have more than one High Explosive Remote Trigger to trigger the High Explosives.
*
Perhaps a more advanced version can also be done.
The player also have to set a channel (Channel 01, Channel 02, Channel 03, Channel 04) when he set the High Explosive in remote control mode.
And then, he can select which High Explosives to trigger depending on the selected channel on the High Explosive Remote Trigger.
And perhaps also, a more advanced version for the Proximity Grenade.
The Proximity Grenade can also be set to a channel, and when one Proximity Grenade is activated by an alien, all the Proximity Grenades on the same channel explodes.
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31) Anti-Psionic equipment.**
31a) Anti-Psionic Gas Grenade.Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.
Research needed: live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.
Research hours: 355
Manufacturing: $2500 for parts, 160 Engineer Hours.
Workspace: 2
Sell Price: $3,750
Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.
Not very efficient, but can improve troop morale and save some lives, and always better than nothing.
**
31b) Anti-Psionic Kit.Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.
Research needed: Medi-Kit, live Sectoid Leader/Commander or any rank live Ethereal, live Sectoid Medic.
Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $35,000
Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).
More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.
**
31c) Anti-Psionic Suit.Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp.
Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500
Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).
**
31d) Anti-Psionic Flying Suit.Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp.
Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000
Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).
*
Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).
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***** Added 06/23/2014 - Start
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Changes based and inspired by the Raidau topic (great idea!):
Topic: [BETA] Alternative psionics (hardcore, introducing a new resource) new version
https://openxcom.org/forum/index.php?topic=2129.0**
Synthetic Psioline.Research needed: Medi-Kit, Psioline, live Sectoid Medic.
Research hours: 480
Knowledge needed to research Synthetized Psioline to allow the manufacture of basic Anti-Psionic equipments.
The Synthetic Psioline is not as powerful that extracted natural Psioline, it only permit the manufacture of less efficient Anti-Psionic equipments.
**
Synthetized Psioline.Research needed: Synthetic Psioline.
Research hours: 360
Manufacturing: $21,600 for parts, 340 Engineer Hours.
Workspace: 2
Sell Price: $30,240
Part needed to manufacture basic Anti-Psionic equipments (Anti-Psionic Gas Grenade, Anti-Psionic Kit).
**
31a) Anti-Psionic Gas Grenade.Power: 60 (Smoke)
Size: 1 high x 1 wide
Weight: 3
Priming: 50%
Throwing: 25%
Visual effect: yellowish smoke.
Research needed: Synthetized Psioline. <-- *** Changes ***Research hours: 355
Manufacturing: $2,500 for parts, 160 Engineer Hours.
Parts: 1 unit of Synthetized Psioline. <-- *** Changes - added ***Workspace: 2
Sell Price: $33,990 <-- *** Changes ***Effect: Reduces the Alien Psionic Attack success by 15% (85% chance the Alien Psionic Attack success) (to be determined).
Just like the Smoke Grenade, the effect is reduced with time (less smoke) and the efficiency decreases slowly each turn (1% per turn? to be determined).
Affects only XCom soldiers without Power Suit or Flying Suit, Civilians can be affected, Aliens cannot be affected.
Not very efficient, but can improve troop morale and save some lives, and always better than nothing.
**
31b) Anti-Psionic Kit.Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.
Research needed: Medi-Kit, Synthetized Psioline. <-- *** Changes ***Research hours: 480
Manufacturing: $25,000 for parts, 300 Engineer Hours.
Parts: 1 unit of Synthetized Psioline. <-- *** Changes - added ***Workspace: 2
Sell Price: $65,240 <-- *** Changes ***Effect: Reduces the Alien Psionic Attack success by 30% (70% chance the Alien Psionic Attack success) (to be determined).
The effect is also reduced with time and the efficiency decreases slowly each turn (1% per turn? to be determined).
More efficient that an Anti-Psionic Gas Grenade but affects only one soldier, and cannot be cumulated with the Anti-Psionic Gas Grenade effect.
**
31c) Anti-Psionic Suit.Research needed: Medi-Kit, Mind Probe, Power Suit, Psi-Amp, Psioline. <-- *** Changes ***Research hours: 355
Manufacturing: $508,000 for parts, 3720 Engineer Hours.
Parts: 2 units of Psioline. <-- *** Changes - added ***Workspace: 28
Alloys: 7
Elerium: 9
Sell Price: $985,500
<-- *** to be adjusted ***Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).
**
31d) Anti-Psionic Flying Suit.Research needed: Medi-Kit, Mind Probe, Flying Suit, Psi-Amp, Psioline. <-- *** Changes ***Research hours: 480
Manufacturing: $540,000 for parts, 4120 Engineer Hours.
Parts: 2 units of Psioline. <-- *** Changes - added ***Workspace: 28
Alloys: 7
Elerium: 20
Sell Price: $1,026,000
<-- *** to be adjusted ***Effect: Reduces the Alien Psionic Attack success by 65% (35% chance the Alien Psionic Attack success) (to be determined).
*
Note: The Anti-Psionic Kit effect can also be cumulated with Anti-Psionic Suit/Flying Suit effect, and thus reduces the Alien Psionic Attack success by 95%!! (at least for one turn).
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***** Added 06/23/2014 - End
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32) Adrenaline Kit.Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.
Research needed: Medi-Kit.
Research hours: 320
Manufacturing: $19,200 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $26,880
Effect: The soldier doubles his Time Units, Energy and Health for 3 turns, and then fall unconscious for the rest of the combat. If he returns to the base, he is wounded for 3 days (in addition to his other injuries if he has one).
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***** Added 06/22/2014 - Start
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Perhaps it would be better if the Adrenaline Kit is an one use item, so the player need to manufacture it continually.
The soldier can use it on himself, or on another soldier.
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***** Added 06/22/2014 - End
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***** Added 06/23/2014 - Start
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Add more possibilities to the OpenXCom engine to have more flexibility for uses of item, and consequences of using them.
I don't know if some of them are already possible.
I will explain this with the Adrenaline Kit as example.
Add the possibilities to:
- be able to set the effects on soldier skills (ex: doubles/adds X soldier Time Units, Energy and Health for X turns; the soldier fall unconscious for X turns/the rest of the combat; can/cannot be revived with Medi-Kit Stimulant before X turns/the rest of the combat).
- limit the use of Adrenaline Kit to a fixed number of uses on the same soldier (ex: the use of Adrenaline Kit is limited at 1/X use per mission, and to 10/X missions max per soldier during all the same game).
- each use of an Adrenaline Kit on a soldier augments the soldier wounded time at base (first use, soldier wounded for 3 days; second use on the same soldier, soldier wounded for 4 days; third use on the same soldier, soldier wounded for 4 days; etc.).
- each use of an Adrenaline Kit on a soldier reduces his skills at base for the entire game/for a fixed number of days (ex: Reactions skill reduced by 3 points for X days/the rest of the game, Stamina skill reduced by 5 points for X days/the rest of the game, Health skill reduced by 2 points for X days/the rest of the game, etc.).
- each use of an Adrenaline Kit on a soldier (after the primary effect (bonus) dissipated) reduces his skills during combat for X turns/the rest of the combat (ex: Reactions skill reduced by 3/X points for X turns/the rest of the combat, Stamina skill reduced by 5/X points for X turns/the rest of the combat, Health skill reduced by 2/X points for X turns/the rest of the combat, etc.).
All of these can even be different for each soldier depending on his Health/Stamina/Etc. skills.
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***** Added 06/23/2014 - End
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@SupSuper
Damn I thought the X-Com UI was complex before, but this is really taking it to the next level.
Do you want an Adrenaline Kit?
But don't abuse it!