Author Topic: I had a dumb idea for a support weapon  (Read 14479 times)

Offline Dioxine

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Re: I had a dumb idea for a support weapon
« Reply #15 on: May 06, 2017, 08:54:35 pm »
Right now I'm thinking of abandoning the gun bit completely and make up some sci-fi device thing in the main hand that can explain the increased performance and weaknesses. Like brainer armor, but for throwing stuff

Already planned (Wearing Big Mechanical Arm and Little Else), but I won't say no to a gfx design for that (big mechanical arm that fits onto paperdoll?) :)

Item and unit spawning mechanics sound like something this game really needs to be truly amongst the top XCOM style games.

As for the last question, it is impossible to change TU costs for inventory manipulation - they're global. However, an armor variable that eg. modifies costs for moving items, using items, walking by a set percentage?

Offline BetaSpectre

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Re: I had a dumb idea for a support weapon
« Reply #16 on: May 07, 2017, 12:23:14 am »
Honestly I think I'd use this to launch grenades instead so all my gals don't need decent STR or Throw to toss nades.

Offline kharille

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Re: I had a dumb idea for a support weapon
« Reply #17 on: May 07, 2017, 01:35:17 am »
Good for strategic deployment of all the throwable stuff, nades, smoke, mines.  Good support weapon. 


Offline arbee81

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Re: I had a dumb idea for a support weapon
« Reply #18 on: May 08, 2017, 06:58:25 pm »
I was thinking of just a blanket tu reduction, like how some of the large armors reduce energy and TU totals. To make it less practical to use it offensively. But if it's already in the works then I'll just look forward to that. I haven't gotten very far in my efforts. It's a lot more work than I would have thought to make this stuff

Sent from my LG-H871 using Tapatalk


Offline Ewokgod

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Re: I had a dumb idea for a support weapon
« Reply #19 on: May 09, 2017, 05:10:29 am »
Got me thinking...

If > Telekinesis is added as a research-able psi-power, and
If > A TK suit was added to the game with, say, one free hand and limited carry slots, and
If > Wearing the TK suit allowed the user to "fire" what was in the free hand using the Blaster Launcher waypoint system.

That would avoid the whole arcing/straight line problem for the fall of shot, make the user a excellent grenadier and/or ammo supplier and limit the availabiity of the power so that whole squads aren't made up of gravity gunning gals because the lower limit of psi-strength necessary to use it can be set quite high or the materials for the suit can be rare.

Adding complexity (and this is me talking through my hat about game limitations I am not aware of)

Can Psi-Strength be used to limit the range of the projectile, ie, stronger Psis can control the object through more waypoints?
Can the game fire a shot, using Gal A's stats, from a square where Gal A is not standing, ie can Gal A see a grenade on the ground and "throw" it from where it lies without picking it up?


Offline ohartenstein23

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Re: I had a dumb idea for a support weapon
« Reply #20 on: May 09, 2017, 05:26:19 am »
Right now, none of that item manipulation is possible.  There isn't a ruleset-allowed way to turn items into projectiles and back again, except by throwing grenades, and that is only allowed with the throw action.  Throwing also can only be limited in range by strength and the weight of the item being thrown.  These sorts of things require writing new code for the game engine.  Either you'd have to start writing this code yourself, or put a proposed feature out here on the forum and be patient for somebody to pick it up.

Offline Ewokgod

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Re: I had a dumb idea for a support weapon
« Reply #21 on: May 09, 2017, 06:07:09 am »
Well, if a psychic blaster-launcher equivalent is liked, it can be fluffed around.

"Cap'n, if we cage our grenades with magic stuff, our TK gals can send them round corners. It takes some time in the insert expensive room here, but its a neat trick."

And I'm not going to be able to go to sleep unless I ask some followup questions.

Can the game assign a rank to a gal if she equals a certain stat score?

Can the game limit an item of equipment to gals who have the correct rank?

Offline Ethereal_Medic

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Re: I had a dumb idea for a support weapon
« Reply #22 on: May 09, 2017, 09:22:20 am »
And I'm not going to be able to go to sleep unless I ask some followup questions.

Can the game assign a rank to a gal if she equals a certain stat score?

Can the game limit an item of equipment to gals who have the correct rank?

So you ask for something like this:
A hand with 100 firing skill shall be known as a "sniper".
Her rank "sniper" allows to use guns that can only be used by the rank of "sniper"?

Something like this is already build into weaponry with stuff like firing*0,25 on sniper-rifles.
The rank-system is totally fine (besides your highest ranked gals are sometimes those who did the least work during the playthrough)

It's confusing and needs alot of work to redesign armors and items to work with your suggested 'class-system' like they did with the reworked X-Com and X-Com 2
The UI has to be improved to remind the player that your gal made a specific breakthrough in statscore.
"P+ Shade has become a Fighter" or stuff like that...

Offline Martin

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Re: I had a dumb idea for a support weapon
« Reply #23 on: May 09, 2017, 12:04:04 pm »
Lack of classes is what made X Com unique, so please don’t add that feature.

Offline Ethereal_Medic

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Re: I had a dumb idea for a support weapon
« Reply #24 on: May 09, 2017, 12:50:30 pm »
Your 'class' is defined by the items used.
Later everyone is kind of a 'jack of all trades'

Class System would have to offer some special trade-off a rookie doesn't have.
Good equipment can make a swabbie to a killing maschine. Try that in X-Com 20xx or X-Com 2

Offline arbee81

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Re: I had a dumb idea for a support weapon
« Reply #25 on: May 09, 2017, 02:48:18 pm »
Can the game assign a rank to a gal if she equals a certain stat score?

Can the game limit an item of equipment to gals who have the correct rank?

You can achieve a limited version of this with the stat strings mod and the equipment template features.  Stat strings is included with the install, you just have to turn it on in options > mods from the title screen.  It'll append letters after the soldier's name based on stats, or you can configure titles which is a little trickier and more limited.  I think the base mod is configured for vanilla, though.  I had to go in and change some values as it thought most of my gals were snipers.  Also it does not take armor bonuses into account.  Here's a link to the UFOpaedia article on modifying the values:  https://www.ufopaedia.org/index.php/Statstrings

Once you have the titles or values set up you can save equipment templates with F5 and load them with F9 when equipping your hands.  The way I'm using them right now is to set up a basic template for melee, firing and throwing, which I can then manually add specific weapons to, and more specialized templates for specific roles.  Like my base melee consists of 2 bandages, 2 atom beers, a stun rod, and a few grenades with both hands empty.  So then I just need to give them a specific weapon when starting a mission.  An example of a more specific one is a sniper build that uses the best sniper rifle I have available, a laslock pistol as a sidearm (uses the same firing^2 * .01 formula as sniper rifles), and some kind of anti-armor weapon in the backpack.  It doesn't limit the equipment available, but it does let you quickly and easily equip gals for specific roles, and it's easy to see which gal is good at what with the stat strings when you're equipping them

Offline Ewokgod

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Re: I had a dumb idea for a support weapon
« Reply #26 on: May 10, 2017, 05:42:50 am »
Well, I've been reading some sci-fi  recently, some of which involved psychic powers, and I noticed that you rarely find fiction about "gifted" generalists. Its always this guy reads minds, this gal can start fires etc etc, powerful at what they CAN do, weak or powerless at what their mind is not really built for.

So I started thinking about how (if it was a cool idea that people liked) to wheedle this kind of thing into the game. Since the game hides Psi-strength and Psi-energy stats from you until you have the tech researched, maybe it could hide another stat from the player which is revealed at some point. That stat determines the "Psi-Speciality" of the gal.

For example, the gal is generated with a hidden stat score that determines "can start fires with their mind". If their rank could be changed to "Firestarter" upon discovery and their equipment limited to "Firestarters only", then their equipment can be made more powerful without unbalancing the game since there might not be that many of them.

I agree with Martin, the lack of classes is great, I prefer the original Xcom over the childish, action-hero crap-fest of the recent games. Anybody can train their physiques to reach any goal they want, Strength training to improve their ability with heavy weapons and so on. But, still, I don't know, since psychic powers should be something special, maybe a little class thing going on for psychics is not too bad?

To me, they feel a little like D&D Wizards. They are not that rare and they can just tailor their "spell loadout" for the occasion. When it might be a nice idea to make them rarer, specialised but more powerful so that when you find one, it's a big thing.

Offline Dioxine

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Re: I had a dumb idea for a support weapon
« Reply #27 on: May 11, 2017, 12:36:26 pm »
Class for psykers make no sense since all psionics (at least for your soldiers) is effected by use of specialized devices.

Offline Ewokgod

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Re: I had a dumb idea for a support weapon
« Reply #28 on: May 12, 2017, 03:03:28 am »
I spent a fair amount of time writing a reply, but got logged out or something and lost it all. OK, short version.

Class for psykers make no sense since all psionics (at least for your soldiers) is effected by use of specialized devices.


Yes, but the valuable things there are the specialised devices, not the soldiers. The gals can be anonymous, it is the devices that are important. The player will find (or train) plenty of gals that have the necessary stats to use those devices.

If devices can be limited to a certain rank or randomly generated stat, then the gal can become more valuable simply because the right stat needs to be used with the right device. For exampe, if the gal does not have the "Firestarter" stat, she cannot use fire-based devices. Once the number of useful psionic gals drops, the devices themselves can be made more powerful and valuable in turn.

I imagine a system where a hidden stat independent of Voodoo Strength/Skill (call it Voodoo Aptitude or Psi-Speciality) determines what devices the gal can use. For example, the scale is 0-X. 0 means no psionic devices ever, the gal just happens to have a strong or weak mind, but no psionic ability. 1 means "Firestarter". 2 means "Telekinesis". 3 means "Mind Control", 4 means "Demonblooded" and so on until we run out of ideas. There can even be a value for "Latent", they have powers, but you don't know what they are until they are unlocked.

The change to the game this would make is that, if they are made rare enough, if the player discovers an active psionic gal with poor Voodoo Strength/Skill, it would pay to train them up rather than to fire them and reroll some more recruits. If they are rare enough, the devices can be made more powerful from the start since the chances of fielding more than one or two has dropped.

The downside is that the player may be unlucky and never roll an active psionic. This could be dealt with. The first draft of this post had paragraphs dedicated to discovery, recruitment and rescue missions. I won't go into them here, just ask me if it sounds interesting.

And I ended with saying that I have a huge respect for what Dioxine and others have made. If it looks like I was being critical or trollish, I am sorry, I should have picked better words.

Offline Dioxine

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Re: I had a dumb idea for a support weapon
« Reply #29 on: May 12, 2017, 01:56:49 pm »
That is an interesting idea of making gals more individual (which is always a good thing). However I must point out that no matter the diversity, and no matter the rarity, as long as player can recruit gals by hiring them on the black market, getting the right stats will be just a matter of recruiting a larger batch.
Devices cannot be limited to a stat, but they can work better or worse depending on any stat, rank included.
« Last Edit: May 12, 2017, 02:00:14 pm by Dioxine »