Author Topic: Some suggestions  (Read 1663 times)

Offline LytaRyta

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Re: Some suggestions
« Reply #30 on: September 24, 2019, 10:31:35 pm »
..definately need in (xPiratez) X-FILES! any of Twin Peaks stuff -

- some of those dark, mysterioase, thrilling, "Mystérieuse, étrange, inquiétante" things like:


Red Curtains Rooms,
https://twinpeaks.fandom.com/wiki/Red_room

Dark Lodge,
https://twinpeaks.fandom.com/wiki/Black_Lodge
https://twinpeaks.fandom.com/wiki/White_Lodge

Sycamore Trees ("Entry Point")
https://twinpeaks.fandom.com/wiki/Glastonbury_Grove


Dark Mood Woods, 
https://twinpeaks.fandom.com/wiki/Ghostwood_National_Forest
https://twinpeaks.fandom.com/wiki/Owl_Cave



Dream Man, etc..

(and all others things from "universe" :  https://twinpeaks.fandom.com/wiki/Category:Supernatural

https://www.youtube.com/watch?v=WuzYfUz5dNM etc..  (*Lynch, *Badalamenti, *Twin Peaks, etc..)
(yap, it´s like, vagquely similar to, X-Files, & Fringe tv shows..)

..or, amybe, Red Curtains´Rooms,   /  Black Lodge, etc..

(and all others things from "universe" :  https://twinpeaks.fandom.com/wiki/Category:Supernatural

https://en.wikipedia.org/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Twin_Peaks
« Last Edit: September 25, 2019, 11:32:08 pm by LytaRyta »

Offline Solarius Scorch

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Re: Some suggestions
« Reply #31 on: September 25, 2019, 08:14:14 pm »
I wouldn't mind, but I haven't really had any good ideas for a Twin Peaks reference. Plus, I've never watched it. ¯\_(ツ)_/¯

Offline LytaRyta

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Re: Some suggestions
« Reply #32 on: September 25, 2019, 11:31:02 pm »
^^ ..if not, i damn recommend it watch -

- it, as the whole show and stuff is as tematically close to X-Files show, and its "genre", content, and style,  as pissible..

(direct connections with, and included -in -plot, FBI investigation and fbi-agent(s)..


(..yet alongside the *Fringe" tv-show )

 
https://en.wikipedia.org/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Twin_Peaks

https://twinpeaks.fandom.com/wiki/Category:Supernatural
« Last Edit: September 27, 2019, 01:57:47 am by LytaRyta »

Offline sedygrizly

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Re: Some suggestions
« Reply #33 on: September 28, 2019, 11:13:34 pm »
Wouldn't be possible to make refueling faster? With 3-5 UFOs coming every hour it doesn't matter how many aircraft you have, you simply keep running out of fuel at those swarm days/weeks. (and ofc when you refuel some aircraft and send it to fight, you manage to find only battleship at that 40+ UFOs present at globus  :'( )

Offline JustTheDude

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Re: Some suggestions
« Reply #34 on: September 29, 2019, 12:27:18 pm »
Wouldn't be possible to make refueling faster? With 3-5 UFOs coming every hour it doesn't matter how many aircraft you have, you simply keep running out of fuel at those swarm days/weeks. (and ofc when you refuel some aircraft and send it to fight, you manage to find only battleship at that 40+ UFOs present at globus  :'( )

Again and again: You don't have to shot down every single UFO.

Online X-Man

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Re: Some suggestions
« Reply #35 on: November 06, 2019, 08:51:00 am »
Hey, Sol... Buddy... Don't you like red haired women? If you like them, please, increase sell cost of this damn bitch to 100.000!  :D
Or even more, because I'm sure russian government will gladly tripled the price!

« Last Edit: November 06, 2019, 08:54:48 am by X-Man »

Offline Martin

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Re: Some suggestions
« Reply #36 on: November 06, 2019, 12:35:14 pm »
Or better, make her recruitable as a high end agent. The old chinese master could be recruitable too.

Online X-Man

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Re: Some suggestions
« Reply #37 on: November 06, 2019, 01:01:50 pm »
Or better, make her recruitable as a high end agent. The old chinese master could be recruitable too.

I wouldn't say that. Both of them something like 'members of evil cohort' of their organizations. They can only be destroyed or given to the hands of justice of their countries.  :)

Offline Anon011

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Re: Some suggestions
« Reply #38 on: November 12, 2019, 12:20:52 pm »
I got a small suggestion, recently i have been playing 1.0 and im loving it! But despite all its great content i feel like i need to address two things.

First one is rather small, i thought that Red Dawn might have a little bit larger selection of weapons, because right now its rather small compared to other cults, noticeably it lacks "tier 2" rifle like other cult have, AKSu 74 and AK47 just dont cut it, (and VSS is classified as rifle instead of sniper rifle in the equipment selection screen, is this supposed to be this way?)
So my suggestion is to add something like AN94 rifle (could have 2 shoot similar to UAC rifle but damage of 5,56 ammunition), maybe even ASh-12.7 if you feeling fancy (a 12.7mm experimental rifle, i know it was developed in this decade and not in the '90 but i think that 12,7mm close combat rifle fits perfectly to theme of fighting extraterrestrials, maybe it could be a research project instead of a Red Dawn gun?)

Second suggestion is about UAC rifle, or more specifically its balance/lack of alternatives to it. Dont get me wrong, i love that weapon but it just outclasses all other rifles, with ability to deal 60-90 damage per snap shot (because of 3-shoot) and ability to make 4 snap shots per turn its just the ultimate weapon against anything not kinetic resistant. It makes buying and using blackOPs rifles useless, it makes Tier 2 (2nd promotion) weapons useless. Sometimes it even outclasses shotguns in close quarters. I dont really know what to suggest here since i dont really want UAC rifle to be nerfed but i also dont want to be running 40% of my campaign using only it.

Anyway love the mod, keep up the good work.

Offline Solarius Scorch

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Re: Some suggestions
« Reply #39 on: November 12, 2019, 08:38:15 pm »
Hi, and thanks!

Ad 1) Red Dawn guns. Right now, I think the Groza fills the "better rifle" niche. I acknowledge that it's not the bet rifle in the game, but on the other hand Red Dawn has a plethora of other weapons, like the PKM or the SVD, which are usually better than anything else you have in their respective categories.
Having said that, I have nothing against adding more weapons, I just need to find/make the graphics and spend some time coding them into the mod.

Ad. 2) UAC Rifle. I realize that most UAC weapons are a bit too good for their role. It's because the UAC arc doesn't exist yet, but the weapons are already the game. Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).

Online X-Man

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Re: Some suggestions
« Reply #40 on: November 13, 2019, 07:24:01 am »
Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).

Don't forget about BFG9000 then.  ;)

Offline Arcalane

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Re: Some suggestions
« Reply #41 on: November 13, 2019, 02:15:06 pm »
Ad. 2) UAC Rifle. I realize that most UAC weapons are a bit too good for their role. It's because the UAC arc doesn't exist yet, but the weapons are already the game. Once I do something serious with UAC, I'll make these weapons a bit harder to get (excluding Cult of Apocalypse missions).

Correct me if I'm wrong, but the point of all the UAC weapons is that they're optimized for microgravity/vacuum use, yes? A brief readaround suggests to me that conventional ballistics would work fine for combat in such conditions as well.

My suggestion instead would probably be to do something funky with damage types, armour, and resistances, e.g. a UAC rifle does "GYROJET" damage that is very low normally, but all the space-based enemies have a weakness to GYROJET damage that makes it competitive or superior to regular KINETIC/etc. weapons.

Offline Solarius Scorch

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Re: Some suggestions
« Reply #42 on: November 13, 2019, 06:44:23 pm »
Correct me if I'm wrong, but the point of all the UAC weapons is that they're optimized for microgravity/vacuum use, yes? A brief readaround suggests to me that conventional ballistics would work fine for combat in such conditions as well.

It is generally true, but there are various additional considerations related to vacuum and 0-g which makes firing normal guns complicated. Besides, it's simply a design feature - not an ass pull by any means, but a simplification (like firing standard guns underwater is also impossible in XCF).

My suggestion instead would probably be to do something funky with damage types, armour, and resistances, e.g. a UAC rifle does "GYROJET" damage that is very low normally, but all the space-based enemies have a weakness to GYROJET damage that makes it competitive or superior to regular KINETIC/etc. weapons.

Sorry, but this is completely out of touch with physical reality. Bullets don't become magical in space.

Offline Arcalane

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Re: Some suggestions
« Reply #43 on: November 14, 2019, 08:34:44 am »
It is generally true, but there are various additional considerations related to vacuum and 0-g which makes firing normal guns complicated. Besides, it's simply a design feature - not an ass pull by any means, but a simplification (like firing standard guns underwater is also impossible in XCF).

Sorry, but this is completely out of touch with physical reality. Bullets don't become magical in space.

So are handheld laser and plasma weapons depending on who you ask, because of things like the plasma projectile wanting to decohere and the energy consumption. Yet we accept them because they're common scifi and gameplay staples, and elements that already exist in the game.

Sure, one of the considerations for micrograv/vacuum combat is recoil, so you're probably going to use a lower-velocity round (so lower base damage) or one that can accelerate in-flight (hence gyrojet). It's probably going to be a relatively large and heavy round as well, which would limit capacity (but the UAC guns are largely already low-capacity, so that's covered). All in all, not great at punching through conventional body armour but fine for use in space against targets that are probably going to be quite lightly armoured.

The UAC Pistol embodies most of these already. It uses a high-power round, has fairly average capacity, and a hidden armour effectiveness modifier. The SMG is relatively low capacity for an SMG as well. The Rifle is more of an outlier since its 3shot function means the magsize is effectively 36 (a bit above average) and it has fairly normal damage for ballistics.

I really ought to explain my internal train of thought more sometimes.

Iunno, I'm mostly just throwing stuff at the wall to see what sticks. I realize some of it is going to be a little "out there" or more game-vs-reality, but that's just a side-effect of differing design styles and mindsets. The only other stuff I can think of basically requires whole new engine features or extension of existing ones, and this isn't the place to ask for that.
« Last Edit: November 14, 2019, 08:37:04 am by Arcalane »

Offline HumanTraitor

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Re: Some suggestions
« Reply #44 on: November 14, 2019, 11:09:29 am »
Unless I'm mistaken, space missions appear late, so it's perfectly possible that by the time you do these, you have access to energy weapons, making the use of UAC weaponry redundant. Worse, so far space missions are limited in scope, no abandoned spaceships exploration yet, unlike Piratez.

I hope we get some of these missions at some point, it would be cool to explore a seemingly abandoned alien ship emitting a distress signal, only to stumble upon Xenomor- I mean Chrysalids.