Here I come again, this time just to address stuff we already talked about. You can sight with relief, no additional stuff to report (yet
). To limit the size further, stuff which I just acknowledge or have nothing to add about I simply not quoted - but rest assured, the message only may appear stern because of less thanks, your work is still appreciated
Don't worry, I read everything with care. But answering in full takes a lot of time, and sometimes I prefer to keep it short... I need that time to mod, as I have a real job too.
Fully understandable. As long as they address my admittedly longish reports - short answers are fine.
Anyway, show me a game which does it realistically...
Is that another challenge? As a roguelike and indie game player I could think of a title or two
But I agree, we don't need fully realistic lethability, the point is...
I never returned to that game, by the way. So as you see, these things bother me too. But in XCF I think it's okay.
...that in XCF in general it IS okay, I'd just like some basic creatures slightly less durable for the sake of underlining progression of the world and relative strength between NPCs. When I see a cop who has to empty half a magazine from his gun to kill a rat, scorpion or some other spider, it just looks plain silly and kills the point of the cop being there - if only for immersion - in the first place. The same underwhelming experience is when I get some supposedly militar-grade awesome gun and it still doesn't do noticeably more against basic enemies.
Same with various other effects regarding armor of some enemies. I once did a test and it turned out that in case of some more armored enemies a dart gun has such a bad penetration that for my brawny agents it's easier to literally
punch the same character into a knockout.
Well... Yes, but still I fail to see what is wrong with the article. I mean, using psi is basically the same thing as using a toilet...
Isn't your answer kinda a good explanation in itself how certain representations may be misleading in what's a scientist's report? The same way (I am willing to hope given your work so far) you'd rather avoid writing "Commander, we managed to potty-train our operatives into psionic abilities. They now can do number one and number two, and even wipe afterwards as like if it's magic!" to actually not make people think it's literal toilet training that gives them abilities, so I think we should avoid abstrct explanation of doing math, especially since it's just a hypothesis that could as well apply to anything else, like the toilet use we mentioned and thus doesn't provide anything useful to explain the psychic abilities.
We do keep the discussion about what's a pretty minor thing though
OK, maybe at a later time. I can't spend too much time adding alternative paths and so on to everything, even though I'd love to. Let me finish the big stuff first.
Fully understandable.
Wait, how could you see X-Com Psiclones without havcing researched Psiclones? X-Com Psiclones require Psiclones and Metapsychology. Or did I change it after the last rlease?
Again, no idea, it does seem weird and thus it's why I report it as a potential bug
Possible, but only partailly. And there are some hints already, for the biggest and smallest groups.
I'd be fine with it being partial and vague. I'd just like to know the biggest differences in strange life missions so I know I can send, say, a pickup truck rather than a skymarshall full of blaster-totting cyber armor-clad shock troopers halfway around the world because people have seen just a single big scorpion.
I don't want to give them the standard hovering sound, it's way too technical. But I'm open to other sounds.
Some ambient tone/white noise, perhaps?
Hmm, but what is the difference between the "box" and the "strip"? In shape only?
Well.. what obviously the very words suggest - one is an enclosed box with cartridges (bullets) inside, the other a strip to which the bullets are connected. Sometimes the strip even lands in the box, too!
And then more hours to do the Polish version. And force every single translator to do this work too. It's not worth it.
Also, after a brief check, I think English is the only language which distincts between the two...
Exactly, it shouldn't be a problem and in most cases translators wouldn't have much of any additional work, like in case of Polish you mention, where as far I know it's indeed only one, more "modern" (and thus more fitting majority of situations) term - "magazynek".
Sadly, this doesn't work like this. The toggle is global, so you can't turn the lights on for one agent and not all of them. This IMO kills the idea on the tactical level.
Why? I don't recall it using any TU, so it can be turned on even temporarily and then disabled before end of the turn. Sure, it's not the ideal way but it allows adding proper strength suit lights without compromising tactical decisions - everyone's happy.
Er...
Human sacrifices are recoverable to give you a monetary reward.
Farmer corpses are recoverable to give you a monetary penalty.
Random corpses are of no interest to you, so why force the micromanagement on the player. (This was actually hard to do and required some tricky new code.)
Bones and such are there because... well, you can't just leave them lying around... Isn't this natural? (Also lol at the "unfairness" of burying a bone for $100. Seriously?)
Yes, and I claim it's not only inconsistent but needlessly gamey and kinda killing th immersion of other, more developed parts. Sure, we could also make agents pick up levitating coins a'la Mario to get them cash or whatnot but it'd be kinda similar (even if more noticeable) kind of immersion breaking. Acquisition of corpses should be only for the sake of research, due to their other practical value (disassembly at manufacturing) or due to their worth as items of extraterrestrial origin that grey/black market should be interested in. The same way XCOM isn't interested in random civilian corpses, surf boards, empty beer bottles etc it shouldn't be interested in random bones, farmer corpses and similar and leave them to council cleaners or whoever is cleaning the action scene after the battle (I did assume it's the cleaners because otherwise - what IS their job?).
There's just so many more and better ways to provide monetary gain - including some of the stuff you've already added, like actual piles of cash, fancy items, documents and artifacts! No need to go cheap corpse route. I also think that adding items just to penalize players when they're already penalized, for example, for letting that farmer become a corpse in the first place - is kind of trolling and even simply encouragement that the player shouldn't give a crap about items you've took time to add, and just burn them all during the round to avoid penalties.
Short answer: life in unfair. XCF was never meant to ber fair. I don't like fair games, they feel artificial and hand-holdy. Sorry, it's how I roll.
On the flip side, I only do unfair stuff that is minor and inconsequential. I don't approve of trolling players.
I'd risk making distinction between just and fair. Certain unfairness is to be expected in the game in big part guided by RNG - and I am okay with that, again - as a roguelike player I know games much more hardcore and brutal in their randomness than XCOM and even enjoy some of them. As long as it's justified I think it's alright and it's the lack of consistency and the arbitrary aspect of it that seems unjust with the farmer corpses and similar "hah, you found an item and in reward we'll screw you over with a penalty and more clicking in getting rid of it for not even token financial gain as it takes space in your storage/end of the mission screen" that may not be big, but is kinda trolling you mention opposing.
Indeed, it's not huge, I fully agree - and I doubt anyone's games were vitally impacted by having to pay to get rid of some farmer's corpse. But it's still kind of like flipping a bird to the player at the end of the mission and may spoil the mood when the mission was already hard won at considerable sacrifices and negative score that will penalize the player during monthly report.
I don't get which ones you refer to... I need more info.
Pretty much the ones I already refered to.
I honestly don't think it's a bug, but if you encounter it, please let me know.
Will do!
It's a pretty favourable view. At least half of it wants you dead, a vocal minority tries to sell you as the best thing since sliced bread, and the rest doesn't care.
These people literally rule the world, it's all politics to them.
I guess that in big part it's so, though I like to think they still have to maintain facade of support - after all, it has to explain giving me more cash for providing results and offering effective resistance gainst aliens. Not to mention fluff when the council does reward me and provides me with benefits, info, data (recovered the mothballed fighter jet not long ago - it's not much and I probably won't unpack it anytime soon since it's already way behind my squadron of sentinel fighters - but it's a nice, immersive gimmick I really appreciate!)
It's... complicated. I don't really want to go into details here, because spoilers and such.
I think I know which spoiler you have in mind and yeah - I took it into account! Some genuine support has to be there, even if reluctant and only getting in favorable position for the spoiler-related stuff. If the council would be directly oppossed to the XCOM initiative, they'd undermine themselves.
I wanted to preserve the "UFO Defense" title as a homage.
I guess I can understand that. But may I suggest that the homage be moved onto some other fluff element? By the time we get that title it's already outdated and even outright laughtably silly as many of the unidentified flying objects are well identified and the organisation deals with plenty of stuff beside flying objects and their passengers.
No!
Darn! Well, let me know if you'll change your mind - knowing some indie and even outright niche games (and even contributing to the development of some of them myself), I may be able to set you up if you'd look for something unique
Theoretically yes, but interrogating a random type is not enough to build a model.
I could bloat the game by spending weeks on creating all sorts of interconnections between researches, fluff told by Tomb Guardians, special conditions for advanced Zombie missions etc., but come on... Let's not get ridiculous.
I cannot fully commit myself yet but if you'd like and could spot me with a design document of any sort of current research interconnectedness, I could look at it in the future and try work out something here without bothering you with it in any way short of actually implementing it. I already somewhat contribute to some games and like most people - have also certain responsibilities IRL - but I don't mind giving to the project as per completely voluntary, all-rights-go-to-you work. As these walls of text hopefully prove
Why the hell not? How are we supposed to categorize them, Life Form #1543?
Nah, zombie is fine. It's just a matter of consistency. If it's zombies, then advanced zombies are still zombies. Zombie Knight, Zombie Tomb Guardian, Zombie Queen sound alright too. If one needs to underline how much advanced they are to regular zombies, that may be done in the description (and it already is, nearly all of them do underline how those vampires are more brainy, their bodies work better etc) - but currently, it may confuse some players why are they fighting zombies and suddenly vampires, which are very different type of creature normally in most fantastic subgenres.
Plasma weapons research has nothing to do with your status with the Council, it's based solely on theoretical tech.
I assume so, yes, the point being that maybe some access to it or relevant tech could be shuffled around because you get items gathering dust in the storage in-game
years before being able to really research them. I mean, desperate fight for humanity's survival, we have those super weapons that would really help save so many lives lying around and we cannot even figure out how to use them, yet alone produce anything based on them?
I actually don't ask to be able to go fully plasma straight away - it's just it's a bit silly they're treated as if they'd not exist at all for so, so long, as is in case of sonic weapons. Even some sort of preliminary research that simply would tell me "hey, we cannot make our own (yet) but if you want and can scavenge enough of it - here's the trigger and here's the battery release - give it to our agents" would be great!
But I don't want to imply that all interrogated aliens end up vivisected. It was fine in vanilla, but here it's much less straightforward.
I do recall you having certain qualms about it in the past, but in the end it
did end pretty straightforward - currently everyone and everything that can be stunned, interrogated and leave a corpse can also be dissected and things that cannot be dissected don't leave a corpse in the first place.
Just get a damn corpse, it's way easier.
But that's the issue that started this part of the whole exchange! I blame my post being so long the mind expunges their content from the memory.
To remind, the issue is that sometimes I am forced to either get the enemy alive or dead because said enemy is so rare I often cannot get both for a long, long time or, if RNG is not favorable - may be theoretically unattainable at all (again, despite being in the latter part of the game with sci-fi blaster guns and whatnot, there are creatures I only seen once and many of those I did see more than once often took in-game years between sightings). If I go the harder, more demanding and often risky way of getting them alive - I shouldn't sacrifice a chance to get the corpse for that, is all I am saying.
UAC has no SMG. O_O
What.
The gig is up! In reality I'm your associate from the future/alternate dimension, here to help you introduce changes and improvements lack of which you would regret when reminiscing in your old age! Ohohoh!
(continued in the next post though something's fishy as I used two different online character counters and the whole past wasn't over 20000 even when whitespace was taken into account)