aliens

Author Topic: [REMOVED] [DONE] [Suggestion] Add Execution Advanced Option  (Read 28092 times)

Offline Surrealistik

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[REMOVED] [DONE] [Suggestion] Add Execution Advanced Option
« on: August 11, 2015, 05:27:33 am »
Would be nice if there was a way to execute unconscious aliens on the ground or that you're carrying with a held weapon, instead of having to drop a grenade.
« Last Edit: September 30, 2018, 11:14:42 am by Meridian »

Offline kikimoristan

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Re: Add Execution Advanced Option
« Reply #1 on: August 11, 2015, 05:53:44 am »
you can. you use medkit to revive them then kill them

Offline Surrealistik

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Re: Add Execution Advanced Option
« Reply #2 on: August 11, 2015, 06:09:05 am »
That takes forever though; I just want to put a bullet through their head without wasting countless mountains of TUs and Stim charges.

Offline Arthanor

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Re: Add Execution Advanced Option
« Reply #3 on: August 11, 2015, 07:14:42 am »
I believe what you are looking for already exists in OpenXCom Extended by Yankes, where you can target units lying on the floor. Haven't tried it myself though..

Offline Warboy1982

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Re: Add Execution Advanced Option
« Reply #4 on: August 11, 2015, 09:29:53 am »
i actually knocked this up a few years ago...

Offline kikimoristan

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Re: Add Execution Advanced Option
« Reply #5 on: August 11, 2015, 09:44:47 am »
wait s you pick the unit in your hand then use the unit and you get break neck option?

Offline Surrealistik

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Re: Add Execution Advanced Option
« Reply #6 on: August 11, 2015, 09:49:36 am »
Oh my god. Yes please; for TFTD and X-Com.

Would make my TFTD run with gear self-destruct so much less tedious; have to spam stuns in order to get a decent gear haul, but that in turn requires a stupid amount of micro to deal with the unconscious aliens.

Offline kikimoristan

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Re: Add Execution Advanced Option
« Reply #7 on: August 11, 2015, 09:51:54 am »
doesn't work the break neck thing. ahahaha. i tried it :)

Offline SIMON BAILIE

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Re: Add Execution Advanced Option
« Reply #8 on: August 11, 2015, 02:07:22 pm »
Warboy could you provide the rul.file or was it a custom exe?

Offline Warboy1982

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Re: Add Execution Advanced Option
« Reply #9 on: August 11, 2015, 11:59:21 pm »
it was a mock up

Offline Surrealistik

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Re: Add Execution Advanced Option
« Reply #10 on: August 12, 2015, 03:20:52 am »
Please make this real; sorely needed.

Offline DoxaLogos (JG)

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Re: Add Execution Advanced Option
« Reply #11 on: August 12, 2015, 03:24:01 am »
What if the alien doesn't have a neck?  Hmm....

Offline kharille

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Re: Add Execution Advanced Option
« Reply #12 on: August 12, 2015, 06:40:29 am »
It could really do with a 'stamp on alien' option.  I'm thinking of those times some lobsterman I stunned was running around and ambushing my guys after I thought I cleared the place out.

Offline wsmithjr

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Re: Add Execution Advanced Option
« Reply #13 on: August 12, 2015, 02:31:45 pm »
Wouldn't mind an option to ice them again as well. A live Calcinite that I wanted to keep woke up and wiped out several of my guys before I could kill it. That was annoying.  :'(

Offline yrizoud

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Re: Add Execution Advanced Option
« Reply #14 on: August 12, 2015, 05:06:44 pm »
IMO, a good system would be that non-AOE shots that end up on a ground tile hit an unconscious unit lying there : The player would have the option of force-firing on a stunned alien (from 1 square away, usually) to finish them off, and firefights near stunned characters would be dangerous to them.