Author Topic: Re: [MAIN] XPiratez - N10 24-Nov-2024 Aurora's Dawn  (Read 4320634 times)

niculinux

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6750 on: February 12, 2019, 12:09:41 am »
I have no idea where you see the similarity to FN FAL, other than both being rifles. If anything, it looks (and feels, stats-wise) like Norinco type 85 submachine gun, and that's what I always imagined it to be. Yes, the caliber is different, but this isn't Jagged Alliance.

No, actually type 85 is more a submacjine gun if you search ober internet. Ok, done :)

Offline Stoddard

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6751 on: February 12, 2019, 12:10:09 am »
I have no idea where you see the similarity to FN FAL, other than both being rifles. If anything, it looks (and feels, stats-wise) like Norinco type 85 submachine gun, and that's what I always imagined it to be. Yes, the caliber is different, but this isn't Jagged Alliance.

I thought it was more like a beaten-up Mini-14.

niculinux

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6752 on: February 12, 2019, 12:15:13 am »
I thought it was more like a beaten-up Mini-14.

Maybe more a H&K G3A3 instead of a FAL. Actually we have a Ruger mini 14 in the game, it's the scoped carabine, avaiable once goblin zaxx's military supplies bounty prize :)

edit: switched link for the g3 from it to en, sorry  ;)
« Last Edit: February 12, 2019, 12:18:30 am by niculinux »

Offline Dakkdakk

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6753 on: February 12, 2019, 01:20:55 pm »
To me the battle rifle always kind of looked like a galil. But ye, the ramshackle rifle looks nothing like the FAL, more like a really beat up AR 15 variant of some sort.

Offline Martin

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6754 on: February 12, 2019, 02:13:35 pm »
Why would firearms designed centuries from now look anythitng like contemporary guns and why would any apparent similarity be anything more than an accident?

Offline Dakkdakk

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6755 on: February 12, 2019, 02:34:50 pm »
The firearms referred here aren't new designs, many of them are referred in the lore as being contemporary to the times of xcom, and are still being used because they're either leftovers from said period or the only things the general populace outside of the major factions are allowed to manufacture/use. I mean, RPGs, magnums, desert eagles, double barreled shotguns, etc, are all still around, so its does make sense for old guns to be around as well. Most of the common rifles are all old designs and not "firearms designed centuries into the future".

Hell, even the most advanced UAC weapons are centuries old, given how the UAC, in the xpiratez universe, seemingly existed at the same time as xcom and didn't last for much long after the aliens took over, being allowed to function until a disaster happened and brought the dark ones into the world.

One of the most flavorful things in xpiratez is how the gals, for the most part, aren't outright making new weapons based on alien tech, like xcom was, instead they're taking the weapons they can get their hands on and modifying them with new tech to make newer, better guns, or even just making newer, better ammo to use with them. Which is why I like the concept of specialized high tech ammo making older guns relevant again, like eletropulse and acid munitions, or stuff like the smartgun, which turns the AMG into a much better and accurate weapon.
« Last Edit: February 12, 2019, 02:49:54 pm by Dakkdakk »

Offline Dioxine

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6756 on: February 12, 2019, 06:43:45 pm »
I have no idea where you see the similarity to FN FAL, other than both being rifles. If anything, it looks (and feels, stats-wise) like Norinco type 85 submachine gun, and that's what I always imagined it to be. Yes, the caliber is different, but this isn't Jagged Alliance.

I'm inclined to agree that there's much semblance to Type 85, maybe it was indeed what the sprite was originally supposed to depict (I did not make it, I was just one of people who added modifications to it). But semblance doesn't mean intention. There is only so many ways you can resolve the issues of mechanism placement and ergonomics on a rifle, plus popular/abundant designs tend to be copied.
« Last Edit: February 12, 2019, 06:46:06 pm by Dioxine »

Offline Alex_D

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6757 on: February 13, 2019, 03:15:27 am »
If you want a Galil AR, you can have a Galil (shameless self-promotion  :) )

niculinux

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6758 on: February 13, 2019, 09:09:38 am »
The firearms referred here aren't new designs, many of them are referred in the lore as being contemporary to the times of xcom, and are still being used because they're either leftovers from said period or the only things the general populace outside of the major factions are allowed to manufacture/use. I mean, RPGs, magnums, desert eagles, double barreled shotguns, etc, are all still around, so its does make sense for old guns to be around as well. Most of the common rifles are all old designs and not "firearms designed centuries into the future".

Hell, even the most advanced UAC weapons are centuries old, given how the UAC, in the xpiratez universe, seemingly existed at the same time as xcom and didn't last for much long after the aliens took over, being allowed to function until a disaster happened and brought the dark ones into the world.

One of the most flavorful things in xpiratez is how the gals, for the most part, aren't outright making new weapons based on alien tech, like xcom was, instead they're taking the weapons they can get their hands on and modifying them with new tech to make newer, better guns, or even just making newer, better ammo to use with them. Which is why I like the concept of specialized high tech ammo making older guns relevant again, like eletropulse and acid munitions, or stuff like the smartgun, which turns the AMG into a much better and accurate weapon.

Centered the point, flawless :)

Offline Petethegoat

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6759 on: February 16, 2019, 06:55:01 am »
Picked this up again after not playing for a few years.

Still sublime. I expected to be playing Metro Exodus all day today, but I installed this while I waited on the download and well, I'm about to go to bed and Metro hasn't been started.

Thanks to everyone who contributed to this amazing mod for all their hard work.

Offline cc

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6760 on: February 17, 2019, 09:44:51 am »
There might be the need for some rebalancing around slavery:
For both Yeomans and Slave Robots, Grav Units are the limiting resource. With Slave Robots being all-around better, Yeoman production seems like the less attractive option (Demonic Essencce is plentiful thanks to Bogeyman Swarms).
With the Pro Slave research, you can now turn Slaves into Slave Specialists. This means that Farmhouse could use a bump. As it stands, the combination of Slave Maid, Yeoman, and Slave Specialists would be equivalent to the Farmhouse (costlier, but also available earlier). If you can also produce Super Maids, the scale actually leans against the Farmhouse.

I recommend either removing Doom Armor SS from the Yeoman production costs (replace with Legion Armor) or bumping them up a bit.
Farmhourses could also use a slight bump. Alternatively, droping Slaves from the ingredients list and instead using peasant workers (represented by a light cost bump and reduced space/income - the workers now need to be paid) could also work.
« Last Edit: February 17, 2019, 10:05:25 am by cc »

Offline Abyss

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6761 on: February 18, 2019, 01:14:30 pm »
I recommend either removing Doom Armor SS from the Yeoman production costs (replace with Legion Armor) or bumping them up a bit.

Doom Armor in the Yeoman production is one of the greatest eggs in the game.
But if the discussion is started:
- Doom 2 armor has no ability to fly and encumbers 15 wt (Doom 1 has)
- Slave soldiers have no Exp-boosting armor, that's a real truble. Weak bastards.
- Carapace armor extraction from Govt' elites option has already been proposed. You have mentioned that Doom2 armor is better than any. But, no.. Elites' armor is stronger in many aspects. Even laspistols hurt.
- a Martyr option, so they can die for the glory of Gals? (ironic)   


Offline Dakkdakk

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6762 on: February 18, 2019, 05:17:45 pm »
Currently into the midgame with a slave soldier golden codex run, and I gotta say the biggest challenge is keeping the damn bastards alive so they actual become skilled enough to be useful. Some start with decent firing skill, but it aint easy. I would recommend bumping the recruitment costs down a bit, since IMHO 15k for something thats just slightly better (and many times just as bad) than peasants kinda feels like I'm being shafted. The only reason I'm not using peasants is personal preference really, since they basically get the same armors.
« Last Edit: February 18, 2019, 08:10:13 pm by Dakkdakk »

Offline Hadza

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6763 on: February 18, 2019, 07:36:11 pm »
Is Jellyfish bad on purpose? It looks cool and has one of the coolest weapons in the game, but getting shot from below ALL THE TIME day & night makes it almost completely useless, at least when considering its crew of 7(6).
« Last Edit: February 18, 2019, 07:38:15 pm by Hadza »

Offline Martin

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Re: [MAIN] XPiratez - J11 - 27 Jan - Slaves, or Soldiers?
« Reply #6764 on: February 18, 2019, 08:37:36 pm »
Yes, the codex crafts are not balanced against one another but each codex gets at least one that isn’t shit.