aliens

Author Topic: [MCD] X-Com walks down the skyranger ramp  (Read 14955 times)

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
[MCD] X-Com walks down the skyranger ramp
« on: April 11, 2015, 08:51:57 am »
EDIT:

This ruleset reduces the TU-cost of walking down the skyranger, avenger and Lightning ramp to 5 TU. So that the auto-pathfinding will not always send the X-com agents to jump off the ramp halfway.

Download at the Mod-site:

https://www.openxcom.com/mod/fastramp

« Last Edit: April 17, 2015, 11:41:41 pm by clownagent »

Offline MontyDrake

  • Sergeant
  • **
  • Posts: 18
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #1 on: April 11, 2015, 04:10:36 pm »
God bless you, my dear friend.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #2 on: April 11, 2015, 08:52:42 pm »
This tiny ruleset reduces the TU-cost of walking down the skyranger ramp. So that the auto-pathfinding will not always send them to jump off the ramp halfway.

This effect should also apply when walking up the ramp.

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #3 on: April 12, 2015, 09:46:36 am »
Yes, the movement cost is now always 4 TUs, no matter from which direction you enter.

I think it is not possible to make going down the ramp fast and going up slow, or is it?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #4 on: April 12, 2015, 10:13:35 am »
I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.

The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #5 on: April 12, 2015, 10:22:14 am »
I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.

The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.

Yup, a second entrance or access to the roof would be good.

For game tactics the ramp is surely no problem, but it is killing the immersion somehow when you order your troops to walk straight out of the skyranger. Then they jump off the side and then they walk back diagonally to the end of the ramp.

And most of my troops only walk out of the skyranger, only in very rare cases someone walks back  ;)

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #6 on: April 13, 2015, 07:40:36 pm »
Have to agree about more exits from the Skyranger, possibly 2 1x1 side doors would be tactically useful as u cud open them and have a look around b4 stepping out. Unfortunately my modding skills are not good enough to do this but I'm sure there is someone who has the skills.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #7 on: April 13, 2015, 08:19:42 pm »
I think the ramp is not a problem in itself, it's rather logical for it to be slow - especialy on the ascend.

The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.

I guess you haven't tried assaulting a Skyranger on my Redux mod. It can be a pain to get out but it is murderous to try to approach the single exit.

But back to the ramp, I always only move down 1 step on the ramp, then next move is either laterally or diagonally and step out of the ramp (to save TUs and get better shots). Walking down the full ramp is something I'd never do.

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #8 on: April 13, 2015, 08:27:29 pm »
Aldorn submitted alternative skyrangers with side doors:
https://openxcom.org/forum/index.php/topic,1145.msg21389.html#msg21389

Or you can take the DIY approach with Ran's fusion torch
https://openxcom.org/forum/index.php/topic,1837.msg17068.html#msg17068

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #9 on: April 13, 2015, 08:39:46 pm »
Or you can take the DIY approach with Ran's fusion torch
https://openxcom.org/forum/index.php/topic,1837.msg17068.html#msg17068

[ThreadJack]
Try as I might in my last LP, I couldn't bust through Skyranger walls with the Fusion Torch. ;)
[/ThreadJack]

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #10 on: April 17, 2015, 11:43:37 pm »
Modified the the ruleset, so that the ramps of the skyranger, avenger and lightning take 5 TUs per tile.

Offline Phoenix7786

  • Colonel
  • ****
  • Posts: 139
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #11 on: May 10, 2015, 09:21:33 am »
[ThreadJack]
Try as I might in my last LP, I couldn't bust through Skyranger walls with the Fusion Torch. ;)
[/ThreadJack]

I do believe that is because the Skyranger is completely INDESTRUCTIBLE to all forms of damage. Probably the Avenger too. Considering that the heavy laser can cut through the alloy walls of a UFO the devs were probably aware of "alternative" methods of breaching the craft but decided not to do the same for our aircraft. Probably never crossed their minds people would want to try.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #12 on: May 10, 2015, 09:36:57 am »
They were pretty much aware I think, that's why X-Com plane mcds are designed to loop on themselves (any destroyed tile is immediately replaced by the same tile). These tiles also have an armor value of 255, which would require weapon power of about 350-400 at least to destroy, which was impossible as the power was single-byte... but to be double-sure... :)

Offline pilot00

  • Colonel
  • ****
  • Posts: 487
  • Back in the day it was gameplay not a feature....
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #13 on: May 10, 2015, 03:02:10 pm »
The actual problem is Skyranger plan - it's a flying, armoured coffin with only one way out.

This should be on the UFOpedia to lift the soldiers morale.

I always saw my relationship with this craft akin to a farmer and a donkey. The donkey does its job but its too stuborn to do it exactly the way the farmer wants to.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [MCD] X-Com walks down the skyranger ramp
« Reply #14 on: May 10, 2015, 04:27:16 pm »
I always saw my relationship with this craft akin to a farmer and a donkey. The donkey does its job but its too stuborn to do it exactly the way the farmer wants to.

You could also see the craft as the farmer...