aliens

Author Topic: Bughunt  (Read 21955 times)

Offline Star_Treasure

  • Captain
  • ***
  • Posts: 96
    • View Profile
Re: Bughunt
« Reply #30 on: August 24, 2016, 11:19:53 am »
Possible conditions for surrender.

  • The player occupies the objective (if one exists) and no active enemies are occupying the objective. (UFO, Temple, Warehouse, ect)
  • If no geographical objective exists, At least half of the enemies are dead or unconscious.
  • The player has taken proportionately less losses than the enemy (IE, if the player had 8 gals, and four are dead/unconscious, then they have taken 50% losses. If there are 16 enemies, than the player will have to kill or disable at least 9 of them)
  • None of the player's Gals are have panicked, berserked, or been mind controlled on the last turn.
  • The enemy has not been seen (and visa versa) for several turns.

Alternately, all remaining enemies panicking on the same turn is an interesting compromise.

At any rate, the player should be given the choice of ending the mission or not, and escaped units should not be worth points. IDK about dropping loot or not.

Offline yotc

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: Bughunt
« Reply #31 on: August 29, 2016, 08:01:03 am »
My only issue with all enemies panicking is that on mansion missions that last person that i spend forever tracking down doesn't like to panic usually.  Might be a good idea though.

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Bughunt
« Reply #32 on: August 30, 2016, 08:15:56 pm »
How about a triangulation feature? If you manage to drop a triangulation device in all four corners of the map, you get the location of all enemy units.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bughunt
« Reply #33 on: August 30, 2016, 08:21:18 pm »
How about a triangulation feature? If you manage to drop a triangulation device in all four corners of the map, you get the location of all enemy units.

That's actually clever!
Good points:
- Only useable if you really dominate the map.
- Even if you do not dominate, the information is limited.
Bad points:
- The corner may be blocked. Oh well, tough.

I think this idea deserves some thought, with two additions:
1) The enemy location isn't absolute, only approximated.
2) The device can be placed near the corner, not necessarily on the very edge.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Bughunt
« Reply #34 on: August 30, 2016, 09:04:00 pm »
Well, this is like a motion scanner with longer range that also picks up stationary units?

You don't need to encircle something by triangulation, you just need three readings (and even two will go a long way). Tweaking the current motion scanner interface to enable longer range and recognition of allied units would be good. Then you can make an item that uses 100% of tus to add one "scan", when you reach 3 scans, the UI pop-up, scaled for the whole map (or the minimap pops with enemy units marked).

The problem is that you could use this from first turn, so I guess the idea of requiring corners is pretty necessary despite having no mathematical basis. It would work if direction is said to be really inaccurate.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bughunt
« Reply #35 on: August 30, 2016, 09:12:34 pm »
I think automatic recognition of allied units would defeat their purpose... Confusing the player.

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Bughunt
« Reply #36 on: August 31, 2016, 01:24:00 am »
Feature: Trivial mission check

If they have no weapons that can harm your best armor, the mission should be an autowin with everything captured. Because you could just run around with that invincible gal and knock everything unconscious.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Bughunt
« Reply #37 on: August 31, 2016, 01:53:19 am »
But how would you grind up risk free Reactions by beating the shit out of civvies with your Fun Police(tm)? ...aside from of course gaming the system by having someone use a baseline armour/outfit.
« Last Edit: August 31, 2016, 02:25:21 am by Surrealistik »

Offline KateMicucci

  • Colonel
  • ****
  • Posts: 105
    • View Profile
Re: Bughunt
« Reply #38 on: August 31, 2016, 02:39:21 am »
Anything that cuts down on some of the tedium that comes with the mod is great.

I like the idea of enemy surrender when everyone has panicked. We are supposed to be pirates, after all. At some point the Royal Navy throws down their muskets and gives up the ship without us having to knock them all on the head.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Bughunt
« Reply #39 on: August 31, 2016, 03:39:02 am »
But how would you grind up risk free Reactions by beating the shit out of civvies with your Fun Police(tm)? ...aside from of course gaming the system by having someone use a baseline armour/outfit.

If you can't be hurt, you're not stressed, you're not training. Which is shortened into: showing up, immediate surrender because nobody can hurt you. The "trivial mission" check is a pretty good idea. Although many enemies have grenades and it might not happen very often that they have nothing that can hurt anyone.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Bughunt
« Reply #40 on: August 31, 2016, 03:49:09 am »
Easiest it would be to make it score-related. Each deployment would have some score value, and if your last month or compounded, or some sort of hidden derived score (multipled by your numbers, for example) is high enough, you auto-win (with some random rolls involved). If no score value, autowin is disabled.

The same deploy-score mechanics can be used for surrender mechanics. As soon as average enemy Morale is say, 40 or less, at the start of their turn, they make a roll, only against double or 1.5 score. If they fail, you get a prompt with plea to surrender, ending mission with full capture if you accept, and continuing with some score hit if you don't.

If we add a time limit to board a landed UFO, we'll have a much smoother gameplay altogether.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Bughunt
« Reply #41 on: August 31, 2016, 03:50:36 am »
If you can't be hurt, you're not stressed, you're not training. Which is shortened into: showing up, immediate surrender because nobody can hurt you. The "trivial mission" check is a pretty good idea. Although many enemies have grenades and it might not happen very often that they have nothing that can hurt anyone.

Beating up on a dummy counts as training, especially if it's moving and trying to dodge your vicious blows.

I do like the surrender probability being a function of your infamy though.

That said, if you refuse an enemy surrender, crush your enemies, see them driven before you, and hear the lamentations of their women, wouldn't that effectively _increase_ your score as a function of infamy (also would reward you for doing things the 'hard way')?
« Last Edit: August 31, 2016, 03:58:33 am by Surrealistik »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Bughunt
« Reply #42 on: August 31, 2016, 04:04:35 am »
Hard way? More like farm way, lol.

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 486
    • View Profile
Re: Bughunt
« Reply #43 on: August 31, 2016, 04:34:58 am »
Hard way? More like farm way, lol.

Hey man, you roll the dice enough and bad shit eventually happens.