Scorch, a year ago I wrote to you about adding a special suit for a sniper to the game,which gives excellent camouflage, but very much cuts mobility. Then you said that you would think about it,so what do you say about it ?
I haven't made this specifically, but I've added several new outfits since then, including the recent NightOps. None of them has objectively better camo than the Jumpsuit, since I am really worried it'd make the AI unfairly clueless, but hopefully you'll find something to your liking.
Also, a huge request, add a tracked version of a tritanium tank to the game,it's just that the hovertank looks flawed and funny and not at all brutal.
Well, now all tanks are tritanium tanks...
And also, regarding UAC. If we find a BFG, can we add Praetorian Armor to the game in addition to this ? Something like " A mysterious set of armor created from a material unknown to science. We fired at it with all sorts of weapons,but the hits do not even leave a scratch on it. During the test, the agent who dressed him entered a state of extreme aggression and a thirst for murder, gaining superhuman strength, reaction and endurance. The influence of the suit greatly affects the agent's morale, so he can not withstand its impact for a long time,causing a nervous breakdown, but it is noticed that murders bring an inexplicable sense of satisfaction. A strange mark is drawn on the helmet, there are no similar ones in human history. The presence of demons nearby causes its bright red glow. Interestingly, if demons see this mark, it causes them an uncontrollable attack of the strongest horror. The technologies of this suit are beyond our understanding,we are not able to create even something similar."
Possibly, although it sounds like a UAC outfit, not necessarily appropriate to X-Com. Regardless, I am planning some notable changes to the UAC arc, but it's too early to think about such particular matters.
Out of curiousity, I've never heard of this suit. Is it from some new Doom? (Last one I played was Doom II, lel)
Scorch,Also, I would like to ask you to fix the EXALT Bouncers, namely their night vision.
Sorry, EXALT who???
I really have no idea who you're talking about. I can't recall adding any bouncers...
Also, please add fragmentation grenades to the game.In the game we have a high-explosive grenade(offensive( RGD-5,M61)),but there are no defensive(F-1). It would deal cutting damage and cover a larger radius, but it would cause extremely little damage to objects.You can say that there is a tritanium grenade, but it sets fire to the surface and is already an alien technology,but what about our human capabilities ? We can take a look at X-COM 2012 , there are two types of grenades that give different tactical capabilities. You will say, why is this necessary ? Well, here's the situation for you - your squad has taken up defense in the house, and the enemy has already come close to the walls. If we throw an ordinary grenade at them,we will break the wall,that is,our potential shelter,after which we will be shot like ducks, but if we throw a fragmentation one, then the enemy will kill and the wall will be whole, allowing us to continue firing from cover. The same applies to alien ships,when the enemy is in a room with energy cells, and you don't want to break them at all,a fragmentation grenade comes to our aid. Appearance ? In X-piratez there is a green color option.Since you are in contact with the author of this mod ,this will not be a problem(we recall the sawn-off shot taken from there).
Hmm, so this type of grnade would have decreased terrain destruction? That's doable.
Also, please add lethal gas grenades.There is no need to go far for examples,the M7A3 grenade is in service with the USA.What for? The answer to this question will arise when you meet with the super soldiers of the syndicate or with the special forces of the red dawn, whom you pick one by one ,the whole team, to no avail with your rifle, and they only laugh in response, calling you clowns.
How exactly would it work? Something like gas weapons in Piratez?
Also, I would like to ask you to rebalance the RPG-7, namely its receipt. You get it after 3 boosts, but you also get a launcher. You look at the RPG and the launcher and think what to take.You see the damage of the launcher and all questions disappear. Yes, the launcher does not have such a penetration of armor as an RPG,but it is needed only for MIB tanks, nowhere else, in other cases it is much worse.And I am now talking about the 3rd increase,this is most likely the end of 1998-the beginning of 99, when the invasion is already beginning. Sectoids with a chance of 30-45 percent will withstand an RPG shot, but a heavy rocket from the launcher does not leave them a chance,which means that the player will use the launcher to avoid unnecessary risk,and the RPG will lie and be covered with dust.
The RPG is indeed worse, but can be found in the field, whereas the launcher generally cannot (with minor exceptions). But I agree that they shouldn't appear at exactly the same time...
The idea of the weapon itself is very interesting,a light rocket launcher that causes less damage than a launcher, a more compact ammunition, allowing you to have 7 shots ,not 4, less TU for shooting and reloading, allowing you to charge and shoot in one turn. I really like how the RPG is implemented in X-piratez.A wide variety of missiles allows it to be relevant at all stages of the game.What do I suggest:1-The player gets an RPG after 2 upgrades, but only with a high-explosive missile,getting an anti-tank one on 3 upgrades.This will give the player a good explosive weapon that will help in the fight against the impenetrable special forces of the red dawn and with the super soldiers of the syndicate,as well as give the opportunity to destroy objects at an acceptable level.
Hmm, I had similar thoughts, but this is the level where you get normal grenades and industrial explosives... The RPG is a purely military weapon, therefore belonging strictly in the Promo 3 category.
I'd rather move the rocket launcher a bit further down the line, although I don't really know how far exactly and what should be the prerequisite.
A grenade launcher? This is rather an early version of the mortar, no more.It is good because it shoots with a canopy, allowing you to attack enemies behind obstacles, but not break them.It is not necessary to compare it with rocket launchers,these are different types of weapons.
Agreed!
2-Add thermobaric,tritanium and plasma rockets for RPG to the game. A tritanium rocket will have an even greater armor penetration than an anti-tank one,but the explosion radius will be extremely small(1 cell),a thermobaric rocket is incendiary, but the fire damage is significant,I will not talk about a plasma rocket,we all already know what plasma is and how it hurts.This will allow you to update it at all stages of the game.The player will have a choice-a light mobile rocket launcher with medium damage or a heavy launcher with colossal destructive power and the ability to shoot guided missiles,but it is heavy and slow.I think this will add a choice for the player in tactical terms, and when a player has a choice,it is extremely good.
Adding many warhead types is tempting, but I wonder if it won't impact the other launchers... There's this, the UAC Launcher, the Multi-Launcher, the Rocket Launcher, the Advanced Rocket Launcher, the Small Launcher and the Blaster Launcher (and I probably missed one or two). Plus mortars, vehicles etc. on top of it. Do we really need so many types on each rocket weapon? Or maybe divide missile trypes between different missile weapons?
Regarding the subsequent discussiuon on night vision: you can check which enemy has it by examining their armour entry (the INFO button).
Some fun, too. Chupacabra Neighbourhood Watch?
Haha!
Bro fuck Osiron in their well-dressed asses. Their missions are so valuable, but it feels worthless bringing anything above rookie to fight them when you got bastards with RPGs willing to frag themselves in melee range. That said, 10+ Osiron crates > a dragonfly full of rookies.
Osiron indeed is hard. But it's sort of an extra challenge, completely optional in most cases, so up to the player.
Question: is the new stuff talking about the Illuminati and the Majestic 12 a hint we'll be fighting them at some point? I can imagine that doing so might have undesirable effects on your score given their influence over the Council...unless you can spin it as exposing their crimes to the world or establishing X-COM as a fully independent faction or something.
Not to spoil too much, but you're already doing both...
Acid Bolt conceived as a grenade?
I think we should add a "grenade" tag to it. To make it easier to find when rigging a ship
No problem, done.
Maybe these are intended, but the drone fire extinguisher is different from the regular one (produces smoke and not water)
I changed the standard extinguisher a couple days ago to work the same way.
the smoke projector is weaker than a smoke grenade
But it's instant. Also, you can deploy multiple per turn. In short, as designed.
and the bioelectric taser batteries are a really raw deal (three +25% effect shots per Muckstar corpse, which don't exactly grow on trees).
It's so much better though!
(And later on, you'll be able to buy monster-related items for cash.)
Edit: Wonder what these fellows are up to that requires them to land in the middle of nowhere, sneak into a barn attic and hold conference there? They even have a lookout by the stairs!
They were all soldiers, too... Worktoids' revolution?
I wish I knew!
And finally, on the subject of fatigue, number of missions and soldier survivability: I am struggling all the time between making agent development meaningful (so they need to get stronger over time) but also making them replaceable (so the difference between a rookie and a veteran cannot be too great). I've made a lot of changes relatively recently to reinforce the latter, since losing experienced men was too punishing (it was nearly impossible to reliably replace them). There was also a bug (fixed this spring) where gym training only worked at 10% efficiency, which made matters even worse.
To address this, I increased rookies' stats (so now you can train less in the gym, but the final numbers are the same). I also made the Sick Bay available more easily, so you could enhance your dudes with the Red Dawn serum earlier. Hopefully this will ameliorate things.
Perhaps the bonuses you get from commendations are too good, but I don't want to remove them.