Author Topic: [CRAFT] 4 weapon aircraft  (Read 31929 times)

Offline Yankes

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Re: Mockup of 4 weapon aircraft
« Reply #30 on: June 27, 2014, 03:49:25 pm »
so why stop at 4? why not 10? why have any limit?
6, more dont fit intercept window without big overhaul. 6 will fit if craft dont have cargo (equip screen) and in interceptor window ammo numbers will be replace by bars. However this will further alter UI that even or my is probably to much (because we need remove something to fit new ones).

Then leave 4 that need only rearrange of equip screen.

I think more weapons slot is very useful for molders, it allows adding new tiers of craft that have bigger firepower than previous tier.
Currently xcom have only tow tiers, normal and half. Difference between Interceptor, Firestorm and Avenger is only in HP when you try destroy ufo.
If we add third weapon to Firestorm it could be used in late game even if you have Avengers.
This change will allow adding new more powerful ufo to fight against you.

Offline Aldorn

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Re: Mockup of 4 weapon aircraft
« Reply #31 on: June 28, 2014, 12:43:13 am »
Having 4 slots could allow to equip more weapons, or perhaps some other types of craft modules in charge of buffing craft (speed, damage, radar, capacity, ...)

Offline AlienMuncher

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Re: Mockup of 4 weapon aircraft
« Reply #32 on: June 28, 2014, 12:46:48 am »
I like the idea with some kind of radar pod increasing craft's ufo detection range!

Offline Yankes

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Re: Mockup of 4 weapon aircraft
« Reply #33 on: June 28, 2014, 01:12:27 am »
Idea of using this new slots for optional modules is interesting.
It could be interesting if we could mod afterburner that decrease range but increase top speed or fuel tanks increasing range.
This will add more depth to globe gameplay.

Offline tnarg

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Re: Mockup of 4 weapon aircraft
« Reply #34 on: June 28, 2014, 01:44:15 am »
Giving people options is good.  And if every thing in this thread got done I would be happy.  But in terms bang for your buck I don't see then need for more then 2 maybe 4 weapon points.  But I do like the idea of flagging some of the points to only hold some type of weapon like in xenonauts.  if you could give weapons a flag and say some weapon points could only hold that flag type.

If some one wanted to add an after buner to an intercept they could make a new faster interceptor with one weapon slot and have the mender factor cost include the old interceptor.  (Btw if I did this would the player need an empty hanger to build it?)

I think it would be much more interesting to have more weapons on ufos.

Offline Mackus

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Re: Mockup of 4 weapon aircraft
« Reply #35 on: June 29, 2014, 01:17:11 am »
Limiting what weapons might be installed is good idea, because currently its no-brainer to go from avalanche x2, to Lasers x2, to Plasma x2. I suggest either:

a) not allowed to use two same weapons in one craft
or
b) different weapon slots: odd slots would be for "cannons" (cannon, laser, beam), even would be for "missiles" (stingray, avalanche, fusion ball)

There could be option called "craft armament rules", with a choice between those two above and "no restrictions"

Offline Roxis231

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Re: Mockup of 4 weapon aircraft
« Reply #36 on: July 09, 2014, 12:20:37 am »
Has any of this been added to the Nightly Build's yet or is it still just discussion?
« Last Edit: July 09, 2014, 12:22:49 am by Roxis231 »

Offline Yankes

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Re: Mockup of 4 weapon aircraft
« Reply #37 on: July 09, 2014, 01:22:56 am »
discussion, but if you can use compiler you could compile it yourself.

Offline Roxis231

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Re: Mockup of 4 weapon aircraft
« Reply #38 on: July 09, 2014, 08:41:54 am »
discussion, but if you can use compiler you could compile it yourself.

Sorry - I'm not that good with code  :'(

How ever if it happens I'll help test it  ;D

Offline El Yahpo

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Re: Mockup of 4 weapon aircraft
« Reply #39 on: July 09, 2014, 12:28:57 pm »
+1, great idea. I always felt that the avenger should have had 4 weapons. Maybe someday I'll be able to get a mod for that :)

Offline Align

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Re: Mockup of 4 weapon aircraft
« Reply #40 on: July 09, 2014, 01:26:34 pm »
Balance-wise it might be excessive but there's just something I love about the idea of slapping 2 heavy and 2 cheaper weapons on the Avenger and disabling them according to the UFO...

Offline Solarius Scorch

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Re: Mockup of 4 weapon aircraft
« Reply #41 on: July 09, 2014, 03:07:11 pm »
Swagvenger?
:)

Offline skymarshall

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Re: [CRAFT] 4 weapon aircraft
« Reply #42 on: August 19, 2014, 09:55:40 pm »
I built Yankes modified codebase and was really impressed - this just works and looks really cleanly implemented.

Clearly great for modding but 100% useless for faithful 1994 game reproduction.

Is there any chance of it being considered for inclusion in the main build?

Offline Yankes

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Re: [CRAFT] 4 weapon aircraft
« Reply #43 on: August 19, 2014, 11:16:10 pm »
Right now is "on hold" because Warboy dont feel that feature is strong enough to be included to master branch.
Maybe after Warboy finish TFTD support it will be merged. Meanwhile I will try keep it update with master branch.

Offline NeoWorm

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Re: [CRAFT] 4 weapon aircraft
« Reply #44 on: August 19, 2014, 11:41:47 pm »
Someone could make a sticky thread with all these code modifications to have a neat little list of stuff ready for merging. So far I know about this, more than 8 bases and extended view range. All looks like nice stuff for potencial complex mods.