Author Topic: Stuff I'd love to see in XPiratez!  (Read 230478 times)

Offline RolandVasko

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Re: Stuff I'd love to see in XPiratez!
« Reply #885 on: December 28, 2022, 04:53:19 pm »
just 1suggestion - airplane

SR-72 DarkStar  (as startegic, strato- spy plane,  (fighter) / bomber, hi-altitude, hi-7Mach+ )

Offline unarmed drifter

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Re: Stuff I'd love to see in XPiratez!
« Reply #886 on: December 28, 2022, 07:17:06 pm »
regardless of the fetishes of ExperimentX - he has a valid point insofar that the male path could use a little bit of love and distinction.
So - stuff i'd like to see: make the whole superslave/batglas/green lighter chain exclusive to male path. Thematically, it would fit even better there, imho

Offline Torchwood

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Re: Stuff I'd love to see in XPiratez!
« Reply #887 on: December 30, 2022, 12:33:19 am »
Thematically, I don't think so. Gals Are Superior is the path of embracing (female) uber supremacy over less awesome races, and with that doctrine comes acceptance of the idea that putting men in flamboyant humiliating costumes and getting them killed as a social experiment is cool and good. Inflicting this sort of thing upon slave soldier in a path where they form either the core of your corps or a brotherhood of the revolution doesn't match the vibe.

A more appropriate buff for the male would would be something professional, like an upgrade to the trucks, for example a pirate APC with a built in minigun turret and more space than the trucks.

Offline Psyentific

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Re: Stuff I'd love to see in XPiratez!
« Reply #888 on: December 30, 2022, 03:42:43 pm »
Trucks is already a sidegrade to Big Bird or Convoy in the early-and-large transport role. If anything I feel like Truck's built-in rotogun turret should be buffed, it mostly just makes noise and sprays bullets right now. Definitely agree that both Male Touch and Gals are Superior could use another few bits of fluff and content to bring them up to par with Revolution. Maybe give Gals early access to Onsen? Maybe a unique Gals melee weapon (ex. Bardiche sidegrade)? Maybe give Male Touch earlier access to Military Supplies? Maybe a midgame upgrade to Trucks (Heavy Trukkz?) that has a rocket launcher turret (quad RPGs?) or a heavy grenade launcher turret (same as ACAR /AGL?)
« Last Edit: December 30, 2022, 03:45:32 pm by Psyentific »

Offline Ruberto

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Re: Stuff I'd love to see in XPiratez!
« Reply #889 on: December 31, 2022, 12:05:18 pm »
Trucks is already a sidegrade to Big Bird or Convoy in the early-and-large transport role. If anything I feel like Truck's built-in rotogun turret should be buffed, it mostly just makes noise and sprays bullets right now. Definitely agree that both Male Touch and Gals are Superior could use another few bits of fluff and content to bring them up to par with Revolution. Maybe give Gals early access to Onsen? Maybe a unique Gals melee weapon (ex. Bardiche sidegrade)? Maybe give Male Touch earlier access to Military Supplies? Maybe a midgame upgrade to Trucks (Heavy Trukkz?) that has a rocket launcher turret (quad RPGs?) or a heavy grenade launcher turret (same as ACAR /AGL?)
I would suggest the rotorgun turret be not exactly upgraded, but somehow to let it improve as player progresses, allowing replacing rotorgun with normal gatling and then laser/heavy gatling when you get them. Will allow some lasting relevance.

Offline Ruberto

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Re: Stuff I'd love to see in XPiratez!
« Reply #890 on: December 31, 2022, 12:18:52 pm »
I feel many more different missions could be created by:
1) switching side you are on in the mission, for example instead of helping gov protect police precinct, you help Mutant alliance/smugglers/rebels to break out their buddies out of police precinct; assaulting government base instead of defending it from Ninjas (maybe with humanists defending the base instead of gov) and so on
2) same mission, different environment, mostly doing hunt/primal hunt missions in tunnel maps (megascorpion layer and what not). these would naturally more challenging, as melee animal AI is so weak in open area maps, (just milling around while you shoot poor beasties to bits). in some missions, these cave layers might  have static "nest" enemy unit that continually spawns beasts and must be destroyed with flamers/explosives, similar to zombie portals in missions with pyramids.

Making these missions shouldn't take devs much time i imagine, as all the assets used already exists in game, and would add a metric ton of new experience for players to enjoy.


Offline Solarius Scorch

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Re: Stuff I'd love to see in XPiratez!
« Reply #891 on: January 03, 2023, 12:42:39 pm »
I would suggest the rotorgun turret be not exactly upgraded, but somehow to let it improve as player progresses, allowing replacing rotorgun with normal gatling and then laser/heavy gatling when you get them. Will allow some lasting relevance.

That would require upgrading the whole trucks "craft". Still, it's doable.

1) switching side you are on in the mission, for example instead of helping gov protect police precinct, you help Mutant alliance/smugglers/rebels to break out their buddies out of police precinct; assaulting government base instead of defending it from Ninjas (maybe with humanists defending the base instead of gov) and so on

Yeah, there are many missions like these already, as this concept is rather obvious.

2) same mission, different environment, mostly doing hunt/primal hunt missions in tunnel maps (megascorpion layer and what not). these would naturally more challenging, as melee animal AI is so weak in open area maps, (just milling around while you shoot poor beasties to bits). in some missions, these cave layers might  have static "nest" enemy unit that continually spawns beasts and must be destroyed with flamers/explosives, similar to zombie portals in missions with pyramids.

Last update has a tunnel mission with critters. :) No nest, though.

Making these missions shouldn't take devs much time i imagine, as all the assets used already exists in game, and would add a metric ton of new experience for players to enjoy.

Of course it takes less time than if you wanted to make new stuff, but Dioxine usually wants to add something unique in every mission anyway.

Offline Dead Nettle

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Re: Stuff I'd love to see in XPiratez!
« Reply #892 on: January 04, 2023, 06:48:13 am »
A "Zmei" transformation for Hero units comparable to Chorts would be neat. Can pilot vehicles, and disperses to become a guy in a black-on-black suit. Maybe a way to bring Hero units back as Phantoms like Gals can be Shades too? That way we can properly resurrect them.
« Last Edit: January 04, 2023, 07:04:00 am by Dead Nettle »

Offline Ruberto

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Re: Stuff I'd love to see in XPiratez!
« Reply #893 on: February 15, 2023, 02:16:29 pm »
It would be really cool if in dogfight screen, it would write somewhere whenever i'm shooting ship down over land or water (so that i can disengage and re-engage over land and not loose all the potential loot).
While it's obvious in case of oceans, in case of inland seas and such it hard to judge and had costed some disappointing losses  of looting opportunities (especially sad if several crafts had to attack big enemy ship, wasting lots of missiles and health, for it to just disappear under the waves)

Offline Solarius Scorch

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Re: Stuff I'd love to see in XPiratez!
« Reply #894 on: February 15, 2023, 03:09:14 pm »
It would be really cool if in dogfight screen, it would write somewhere whenever i'm shooting ship down over land or water (so that i can disengage and re-engage over land and not loose all the potential loot).
While it's obvious in case of oceans, in case of inland seas and such it hard to judge and had costed some disappointing losses  of looting opportunities (especially sad if several crafts had to attack big enemy ship, wasting lots of missiles and health, for it to just disappear under the waves)

This is an engine request which has absolutely nothing to do with the mod.

Offline Ruberto

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Re: Stuff I'd love to see in XPiratez!
« Reply #895 on: February 22, 2023, 06:44:02 am »
Sorry, the forum is not parsing some links correctly.
Thanks 4 the link
What part of the code is responsible for the enemy ai behavior? (such as how it decides to shoot or go melee, and for melee enemies to charge or just wander about)?
« Last Edit: February 22, 2023, 11:19:15 am by Ruberto »

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #896 on: March 01, 2023, 12:04:35 pm »
I'd like to see more stuff by RSSWizard, please any change to replace the snubby wiht the one here?

Offline Xilmi

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Re: Stuff I'd love to see in XPiratez!
« Reply #897 on: March 01, 2023, 02:15:29 pm »
Thanks 4 the link
What part of the code is responsible for the enemy ai behavior? (such as how it decides to shoot or go melee, and for melee enemies to charge or just wander about)?
https://github.com/Xilmi/OpenXcom/blob/oxce-plus/src/Battlescape/AIModule.cpp

I've almost completely rewritten how the AI works in Brutal-OXCE.

You probably should fork from my fork so you can build on it and don't just end up with something similar to what I've already done.