aliens

Author Topic: Any way to limit the amount of blaster launchers in a craft?  (Read 13153 times)

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Any way to limit the amount of blaster launchers in a craft?
« on: October 19, 2015, 06:20:36 pm »
Hello!

Since the game gets a little boring after psi-amps and blaster launchers are researched, it would be nice to limit the power of theese weapons. I know there are made some mods that limits the psi-amp, I even made one myself that requiers line of sight to use it (but still allows you to use the mind probe from anywhere).

About the blaster launcher.. If we only where allowed to bring one, or maybe two, to a fight, it would not be that OP. Is there any way to limit the number of a spesific item allowed onboard a craft?

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #1 on: October 19, 2015, 06:38:07 pm »
The only thing you can limit on a per craft basis is HWPs, so you could technically make blasters only useable by HWPs, and then you'd have a maximum of one per skyranger and .. 2? 4? per avengers. Not quite what you are looking for, but the best approximation I can come up with.

Otherwise.. self-restraint isn't good enough? :P

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #2 on: October 19, 2015, 07:34:39 pm »
self-restraint... nah, that sounds to hard :P

I like your idea! If it would require a HWP it could take up the space of four soldiers, and that would be much more balanced. Number of blaster bombs in each tank can also be quite limited.

Anyone made a blaster-launcher tank mod yet?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #3 on: October 19, 2015, 07:48:02 pm »


Just make it as strong as the BL if you want. :)

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #4 on: October 19, 2015, 08:16:11 pm »
Oh, yeah, the hovertank launcher.. I totally forgot about that one!  :o

Cool. I'll just remove the blaster-launcher and do a little fine-tuning and then I'm happy :)

Offline mrxian

  • Colonel
  • ****
  • Posts: 109
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #5 on: October 19, 2015, 08:57:53 pm »
I'd personally just edit the blaster launcher to either only have two waypoints, or function similar to a more powerful rocket launcher.

The idea of a guided missile is fun and awesome early on, but it really breaks the game - especially with shooting at enemies you (or the aliens) don't really know are present.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #6 on: October 19, 2015, 09:34:09 pm »
I wish it had a number of waypoints related to your psi power. It'll make things a bit less silly, and will take away some of your psi-amps.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #7 on: October 19, 2015, 09:56:57 pm »
Well, you could make using it require psi-skill, couldn't you? It's not that much better (it's quick to train someone), but it's a step in the right direction..

Setting the number of waypoints (or in OXCE making it a function of psi-skill/power) would be very interesting.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #8 on: October 19, 2015, 10:12:48 pm »
Well, you could make using it require psi-skill, couldn't you? It's not that much better (it's quick to train someone), but it's a step in the right direction..

True, though the actual effect would be minimal, since once you have the vodoo sch- I mean the lab...

Setting the number of waypoints (or in OXCE making it a function of psi-skill/power) would be very interesting.

Yes, I think I have requested it.

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #9 on: October 20, 2015, 01:17:58 am »
Only two waypoints or requiering psi-skill would help. Setting the number of waypoints would be difficult then? How about requiering psi-skill, is there any ruleset for this? I cant find it anywhere.

Making it extreamly heavy is a also a step in the right direction!

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #10 on: October 20, 2015, 01:44:23 am »
Making it extreamly heavy is a also a step in the right direction!

No, sorry but most aliens won't be able to use it then.

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #11 on: October 20, 2015, 02:30:31 am »
No, sorry but most aliens won't be able to use it then.

Ohh..Damn. Would it work if we had two different kinds of blaster-launchers, identically, but the one x-com uses is way heavier? And the alien blaster-launcher would just not be possible to use for x-com.

Offline mrxian

  • Colonel
  • ****
  • Posts: 109
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #12 on: October 20, 2015, 01:39:10 pm »
Maybe a solution would be to have seperate blaster launchers for the aliens and the humans. You'd obviously have to research gun and ammo first, but after that you can only use blaster launchers you crafted yourself. That way, you can more easily control the supply of ammo for them, since you could make them expensive and lengthy to create.
I'm sure commanders would think twice about launching a blaster bomb if the damn thing cost 50 elerium to make.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #13 on: October 20, 2015, 01:47:26 pm »
50 Elerium is enough to fly a non-aerodynamic vessel at intercontinental distances. I think it would make waaaaay to big a boom to be used as a hand weapon.

And I'm not really seeing the separate BLs for X-Com and aliens. Aliens are humanoid and there's no way for the aliens to prevent humans from using alien weapons. (Security measures like DNA sensors or whatever are easily disabled by X-Com engineers.)

Offline Cooper

  • Colonel
  • ****
  • Posts: 151
  • Chryssalids are awesome
    • View Profile
Re: Any way to limit the amount of blaster launchers in a craft?
« Reply #14 on: October 20, 2015, 06:55:56 pm »
Maybe the excuse could be that the alien blaster launcher requierd some spesial kind of psionic skills not availible to humans, for guiding the missile. And then our scientists could find a way around this problem, making our own version of the weapon.