Author Topic: Suggestions on how to improve the mod  (Read 82190 times)

Offline a0kribu

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Re: Suggestions on how to improve the mod
« Reply #150 on: May 17, 2016, 05:51:58 am »
https://imgur.com/QRg2tOp
https://imgur.com/wELhzyM

Mockup of what I mean. That is not too much clutter  imo. Or maybe just the current weight of the item so 42 in case of the Bossar to avoid confusion.
You could even go "[Weight:42]".

https://imgur.com/TtQ2Eji
Like this.
« Last Edit: May 17, 2016, 05:55:35 am by a0kribu »

Offline Solarius Scorch

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Re: Suggestions on how to improve the mod
« Reply #151 on: May 17, 2016, 11:41:30 am »
Ah sorry, I understand now.

I don't personally think it's necessary, since 1) you can check it in the Pedia, 2) item weight in itself is quite meaningless - what counts is total weight, which is already displayed. But I'm not the decider here and I don't exactly mind this being displayed.

Offline Meridian

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Re: Suggestions on how to improve the mod
« Reply #152 on: May 17, 2016, 12:02:19 pm »
Ah sorry, I understand now.

I don't personally think it's necessary, since 1) you can check it in the Pedia, 2) item weight in itself is quite meaningless - what counts is total weight, which is already displayed. But I'm not the decider here and I don't exactly mind this being displayed.

I also don't find it too important.
I'd rather see melee and throwing accuracy displayed along firing accuracy.

Offline Solarius Scorch

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Re: Suggestions on how to improve the mod
« Reply #153 on: May 17, 2016, 12:37:51 pm »
I'd rather see melee and throwing accuracy displayed along firing accuracy.

Oh yes, me too.

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #154 on: May 17, 2016, 12:45:51 pm »
I don't exactly mind this being displayed.

I do, it's kind of ugly. Why would THIS get displayed and not some other random stat?

Offline Solarius Scorch

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Re: Suggestions on how to improve the mod
« Reply #155 on: May 17, 2016, 02:34:05 pm »
I do, it's kind of ugly. Why would THIS get displayed and not some other random stat?

Frankly I though something similar, but OTOH I have a history of criticizing changes that were introduced anyway and then I liked them after all... :)

Offline a0kribu

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Re: Suggestions on how to improve the mod
« Reply #156 on: May 17, 2016, 02:46:58 pm »
I do, it's kind of ugly. Why would THIS get displayed and not some other random stat?

This stat instead of any other random stat because it's the most important stat when I am budgeting the weight for a new soldier. It's too arbitrary to remember for all the misc pistols rifles swords whatever that are available at my disposal at that specific moment.

Spoiler:
By the way do you check your PMs.

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #157 on: May 17, 2016, 03:03:39 pm »
Why remember at all? Put in soldier's inventory, see how much weight it takes, does it go red numbers or not? Also if you  really, really don't want to do that for some reason (no idea what reason), MMB/RMB on an item takes you to the Pedia page directly, where Wt is displayed as well (provided you have that item researched).

Also I didn't receive any PMs from you.
« Last Edit: May 17, 2016, 03:06:16 pm by Dioxine »

Offline Rince Wind

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Re: Suggestions on how to improve the mod
« Reply #158 on: May 17, 2016, 04:10:10 pm »
I would also prefer to not have the weight in the item name. It would look ugly.
And it isn't a really important stat for me. I know pistols are light, SMGs are heavier and so on, that's enough. I'll just fill the gals up with explosives, and the weight of those is easy to remember, if needed.

Offline Arthanor

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Re: Suggestions on how to improve the mod
« Reply #159 on: May 17, 2016, 04:47:01 pm »
During battle, picking up an item to know its weight is at leasy 16 TUs (14 to hand, 2 to drop). It's happened to me a few times to go: "Oh! I'll pick that up -> Ugh, super overweight -> Drop it -> What a waste of TUs..."

One way to deal with that without adding to the clutter would be to add the weight of an item to the total weight as soon as it is picked up by the player's mouse (same time the game updates the TUs to put it somewhere in a gal's inventory). Then you see how severely overweight you would be and can just drop it back if you don't want to be. Some items (ex.: Gauss) are unintuitively heavy and this could help with that. But I don't mind too much not having it.

Adding Throwing and Melee to the displayed stats would be great.

Offline alinare

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Re: Suggestions on how to improve the mod
« Reply #160 on: May 17, 2016, 08:14:19 pm »
Hello everyone:
I think the game Millennium Return to Earth, for MsDos, is a good source of inspiration. For example, What would simulate obtain certain rare materials such as palladium, gold, deuterium, etc. of an asteroid field, near Earth, through a specific ship, and spaceport, or other facility that would receive the material extracted ?.  Another option would be to take them off the enemy, previously sticking with it. :D
« Last Edit: May 17, 2016, 08:17:00 pm by alinare »

Offline a0kribu

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Re: Suggestions on how to improve the mod
« Reply #161 on: May 18, 2016, 12:54:59 am »
Why remember at all?

Some items don't have ufopaedia articles on them. Ever.

Some items you want to pick up are not researched when you do it. Picking them up during battle may sometimes be life and death for the soldier and even when not it's time units I'd rather spend on something useful. I am attached to my time units like that.

During battle, picking up an item to know its weight is at leasy 16 TUs (14 to hand, 2 to drop). It's happened to me a few times to go: "Oh! I'll pick that up -> Ugh, super overweight -> Drop it -> What a waste of TUs..."

Every time unit counts.


One way to deal with that without adding to the clutter would be to add the weight of an item to the total weight as soon as it is picked up by the player's mouse (same time the game updates the TUs to put it somewhere in a gal's inventory). Then you see how severely overweight you would be and can just drop it back if you don't want to be. Some items (ex.: Gauss) are unintuitively heavy and this could help with that.


You guys don't like it with the item name: All good, how about adding it to the Weight limit temporarily like this suggestion. :)


Adding Throwing and Melee to the displayed stats would be great.

The soldier stat screen access is much more fluid than the ufopaedia one. (For some reason sometimes I have to click MB five times before the game registers it. And to top it off I *don't remember* all the items I have researched so I will be clicking there like "Okay this was click 12 I probably don't have this item researched".)

From my experience most of the game you don't care about those stats on randoms one bit. Mid/late game you have dedicated swordsmen and they get flagged by the stats mod anyways + 90% of your soldiers are using guns.

The point is. Throwing and melee accuracy you only care about sometimes and only for few people on your team. Item weight however is something that you care about *every* single time you equip someone to a lesser or stronger degree. If items didn't have weight you'd be talking about slot damage efficiency or some stupid cookie cutter shit like that.

You do care if that stun baton weights more than the cattle prod but you need those two grenades and maybe a high explosive.
Maybe you want to run from the mission. The mercenaries are closing in but you need to make a choice: "The Heavy Gauss or the Sniper Gauss. Maybe even that Mercenary Engineer? Can I make it? How do I know?"
« Last Edit: May 18, 2016, 01:06:40 am by a0kribu »

Offline Dioxine

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Re: Suggestions on how to improve the mod
« Reply #162 on: May 18, 2016, 01:07:55 am »
One way to deal with that without adding to the clutter would be to add the weight of an item to the total weight as soon as it is picked up by the player's mouse (same time the game updates the TUs to put it somewhere in a gal's inventory).

I like that solution (more like an improvement really - it works like this in all RPGs).

Offline Meridian

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Re: Suggestions on how to improve the mod
« Reply #163 on: May 18, 2016, 07:35:01 am »
Some items don't have ufopaedia articles on them. Ever.

Some items you want to pick up are not researched when you do it. Picking them up during battle may sometimes be life and death for the soldier and even when not it's time units I'd rather spend on something useful. I am attached to my time units like that.

Every time unit counts.

Yes, I really don't like it.
But to show that I have respect for other people's opinions (which unfortunately many new people on this forum don't have... talking in general now, not about you)... I will implement it as user option.
It will be available in "options.cfg" as hidden option, you can then turn it on manually; I will post the option name once it is done.

You guys don't like it with the item name: All good, how about adding it to the Weight limit temporarily like this suggestion. :)

No, that breaks current functionality.
I just equip my gals without looking at weight and then start taking things away, until I am not in red anymore.
This change would not allow me to do that, because the item I temporarily take away from inventory would still count.


The soldier stat screen access is much more fluid than the ufopaedia one. (For some reason sometimes I have to click MB five times before the game registers it. And to top it off I *don't remember* all the items I have researched so I will be clicking there like "Okay this was click 12 I probably don't have this item researched".)

From my experience most of the game you don't care about those stats on randoms one bit. Mid/late game you have dedicated swordsmen and they get flagged by the stats mod anyways + 90% of your soldiers are using guns.

The point is. Throwing and melee accuracy you only care about sometimes and only for few people on your team. Item weight however is something that you care about *every* single time you equip someone to a lesser or stronger degree. If items didn't have weight you'd be talking about slot damage efficiency or some stupid cookie cutter shit like that.

You do care if that stun baton weights more than the cattle prod but you need those two grenades and maybe a high explosive.
Maybe you want to run from the mission. The mercenaries are closing in but you need to make a choice: "The Heavy Gauss or the Sniper Gauss. Maybe even that Mercenary Engineer? Can I make it? How do I know?"

Just to give you a different perspective:
- I don't care about weight at all... your girls should have enough after few mission or dojo training to carry normal equipment; if you start with strength 10, just sack the girl and hire another one, it's quicker
- My gals carry 33% melee, 33% bows and 33% guns... I have never had 90% guns, that's just bad play... seeing melee+throwing for me is 1000x more important than seeing weight

Offline a0kribu

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Re: Suggestions on how to improve the mod
« Reply #164 on: May 18, 2016, 09:09:06 am »
It will be available in "options.cfg" as hidden option, you can then turn it on manually; I will post the option name once it is done.

I love you. This game would not be the same without you. :3

I don't agree with 90% guns being bad gameplay. Bows don't scale that well and the hitbox is so wonky. You need too many TUs to bring bigger targets down with them and the smaller targets die to whatever.
Melee scales, sort of, but you need to get in position to use it so 33% of it (melee exclusive specialists) in your squad is overkill.