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Author Topic: [WIP] Alternative human tech armory  (Read 7916 times)

Offline yrizoud

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[WIP] Alternative human tech armory
« on: May 21, 2015, 03:09:55 am »
Here's a rebalance of the human technology that I've been thinking for a while.
The goals are:
- Eliminate redundancy : Try to be self-complete (no need to keep any stock firearm), and each weapon should have a somewhat unique purpose.
- Balance pistol(s).

2 unusual "gimmicks" that I've employed are :
- Flat TU cost, for pistol. This means the weapon stays useful for slightly longer in the campaign, since your experienced soldiers shoot slightly "faster" as their TU rise.
- Close combat weapons can't fire beyond 20 tiles, which happens to be exactly the visual range (you get enemy number icon if you're in range, and it's also the range for reaction fire)

General notes :
- Compact rifle and shotgun are CQB weapons. The former is slightly better in attack (thanks to a good automatic fire and general speed), the latter is slightly safer for overwatch (thanks to better snap accuracy and damage)
- For soldiers who don't wield any of the above, the Handgun is very reliable personal defense weapon. Reloads become problematic if you go trigger happy.
- Machine gun has the best automatic fire. The unlimited range lets assist your troops from long distances.
- If stray bullets are too risky or your soldiers too frail, use the precision rifle instead. Unrivaled accuracy, but the weapon is too awkward to hit moving targets during enemy turn (no snap shot = no reaction fire). The weapon can also let you fire single rockets with the same accuracy.

Offline SDEDEN

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Re: [WIP] Alternative human tech armory
« Reply #1 on: May 21, 2015, 04:39:50 am »
Looks interesting. I'm using a bunch of different mods to add weapons to the human arsenal, but something more compact wouldn't be bad.

Offline Gifty

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Re: [WIP] Alternative human tech armory
« Reply #2 on: May 21, 2015, 05:03:21 am »
I really, REALLY like those sprites. Just a nice, distinctive silhouette on all of them.
« Last Edit: May 21, 2015, 05:39:14 am by Gifty »

Offline yrizoud

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Re: [WIP] Alternative human tech armory
« Reply #3 on: May 24, 2015, 01:35:13 am »
Experimenting with a tighter paperdoll :


Offline Dioxine

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Re: [WIP] Alternative human tech armory
« Reply #4 on: May 24, 2015, 02:06:52 am »
Whoa. Die Western-European Minimalism strikes back! :)

Offline pilot00

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Re: [WIP] Alternative human tech armory
« Reply #5 on: May 24, 2015, 05:19:46 pm »
I could agree with the backpack, foot(even removing those completely) and shoulder changes by why reduce the belt?

Offline yrizoud

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Re: [WIP] Alternative human tech armory
« Reply #6 on: May 24, 2015, 08:18:47 pm »
It's acatually experimental, I'm trying to see if the game can leave as many choices with fewer pockets.
In my current wip, the backpack is 2x4, so a soldier can carry two 2x2 items

Offline pilot00

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Re: [WIP] Alternative human tech armory
« Reply #7 on: May 24, 2015, 11:29:54 pm »
It's acatually experimental, I'm trying to see if the game can leave as many choices with fewer pockets.
In my current wip, the backpack is 2x4, so a soldier can carry two 2x2 items

Oh ok, I was talking from a realism PoV, I didnt realise you are doing it as an experiment  ;D

Offline yrizoud

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Re: [WIP] Alternative human tech armory
« Reply #8 on: May 25, 2015, 02:55:27 am »
Here's a 0.1 WIP version, includes:
- Handgun, with AP and flare bullets (replaces electro flares)
- Shotgun
- Compact rifle (SMG)
- Sniper rifle, with AP and explosive rockets
- Machine gun
- (stock smoke grenade, unchanged)
- (stock grenade, unchanged)
- Incendiary grenade
- (2x2) Civilian medikit
- (2x2) Demolition pack (a bulkier and 50% heavier of High Explosive)
- (2x2) Stun trap (a proximity stun grenade - replaces stun rod AND proxy mine. At the moment it's buyable, but I'll probably make it researchable and manufacturable instead)

Soldier paperdoll is redefined (a bit less slots, backpack becomes 2x4)
Starting base is redefined to include the minimal weaponry for the 8 starting soldiers.

--
I just played a single month of campaign and finished with a floater terror mission, it seemed to be very balanced so far.
« Last Edit: May 25, 2015, 03:00:00 am by yrizoud »

Offline yrizoud

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Re: [WIP] Alternative human tech armory
« Reply #9 on: June 05, 2015, 12:34:36 am »
0.2 update!
Laser technology needs an alien "Laser gun" to get started. The starting base contains one, just in case you're very unlucky with UFO interception (It takes the "slot" of the plasma pistol).
I didn't redefine "deployments", so this should be compatible with mods that do.
I've tried to balance everything. Even the endgame "heavy hitter" weapons each fit a role : Laser sniper rifle for long-distance support, heavy plasma for the front lines (range 20), plasma rifle for intermediate role.
- Laser Gun : a kind of giant pistol. Perfect for scouts and grenade tossers.
- Laser sniper rifle : A heavy version of the sniper rifle. Note the automatic fire at 80%TU : It can be used with forced fire, to cut a hole in cover before hitting the alien behind.
- Plasma rifle : A jack of all trades. It unlocks the research of a small plasma craft weapon.
- Heavy plasma : The range and ammo capacity are nerfed, which should annoy the player more than the alien.

Offline HotIceHilda

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Re: [WIP] Alternative human tech armory
« Reply #10 on: June 05, 2015, 04:54:31 pm »
This looks really good, for a while I have been looking for a compact weapon set.

Offline pilot00

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Re: [WIP] Alternative human tech armory
« Reply #11 on: June 05, 2015, 09:23:04 pm »
The design is really awesome.

Offline yrizoud

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Re: [WIP] Alternative human tech armory
« Reply #12 on: June 05, 2015, 10:08:22 pm »
Thanks, it's actually easier when you replace everything, because it fits together much more easily.
By the way, all my graphics are free to use and modify for anything you want.