aliens

Author Topic: [Rejected] Panic, Berserk and Mind Control effects on weapon hit  (Read 5848 times)

Offline The Martian

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Rejection reason: this is beyond/outside the scope of OXCE


I would be interested in the ability for weapons or ammo to be configured so that on impact the struck unit is afflicted with "Panic", "Berserk" or "Mind Control".

This would preferably be independent of the units morale check and unlike a PSI attack would not be reliant on the attacker or defenders psionics stats as the effect would simply be 100% certain to occur.


Example weapon that causes struck units to become Berserk:

Code: [Select]
  - type: STR_EXAMPLE_WEAPON
    panicOnHit: false
    berserkOnHit: true
    mindControlOnHit: false
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    power: 60
    damageType: 4
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
« Last Edit: February 19, 2023, 01:26:27 pm by Meridian »

Offline krautbernd

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #1 on: October 15, 2019, 10:51:17 pm »
IIRC panic states actually include "panic", "flee" and "berserk". If such a feature is introduced it might be helpful to be able to differentiate between all three.

Offline Meridian

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #2 on: October 15, 2019, 10:58:49 pm »
There is only one state :) Low morale state.
Which splits into 1/3 of berserk response and 2/3 of panic response.
And panic response splits into 1/2 flee action and 1/2 freeze action.

All that aside, I have no intention of implementing any of this.

Offline krautbernd

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #3 on: October 15, 2019, 11:36:33 pm »
There is only one state :) Low morale state.

 :P

wcho035

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #4 on: October 16, 2019, 12:00:51 am »
Try this

https://openxcom.org/forum/index.php/topic,6721.0.html

You can manipulate the stats of a soldier in battlescape, in the form of a grenade.

Might solve your request.

Offline Meridian

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #5 on: October 16, 2019, 12:05:20 am »
Panic, Berserk and MindControl are not stats.

wcho035

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #6 on: October 16, 2019, 12:37:52 am »
I was thinking of lowering bravery/psi-strength/psi-skill Meridian, with costuse to reduce/boost soldier’s resources so Martian can achieve of what he seek. 

It is not 100% but can get somewhere with it.

I am curious, how does a soldier achieve Berserk in UFO? Is it a combo of low bravery + morale + high reaction stats?
« Last Edit: October 16, 2019, 12:39:58 am by Precentor Apollyon »

Offline Meridian

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #7 on: October 16, 2019, 12:46:02 am »
I was thinking of lowering bravery/psi-strength/psi-skill Meridian, with costuse to reduce/boost soldier’s resources so Martian can achieve of what he seek. 
It is not 100% but can get somewhere with it.

This is just pure misinformation, it has nothing to do with his suggestion.

I am curious, how does a soldier achieve Berserk in UFO? Is it a combo of low bravery + morale + high reaction stats?

Answered 5 posts above.

More info: https://www.ufopaedia.org/index.php/Morale#Panicking_and_Berserking

Offline ohartenstein23

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #8 on: October 16, 2019, 01:13:05 am »
The panic/berserk "without morale damage" can be simulated with scripts, as I mentioned in the other thread: https://openxcom.org/forum/index.php/topic,7488.msg118016.html#msg118016

Offline ohartenstein23

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #9 on: October 16, 2019, 01:33:33 am »
snip

You're being very unhelpful with this thread. Please stop offering modding help unless you know exactly what your suggestion will do. Morale cost on use does nothing to the morale of the target, and it will just prevent the user firing it unless they have 100 morale.

Offline ohartenstein23

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #10 on: October 16, 2019, 03:19:03 am »
You didn't need to remove your posts, and you don't need to play the martyr here. Just realize that you should try to find out more about what the OP wants in their suggestion or mod thread, and perhaps try some of your recommendations out before posting.

Enthusiasm is great, and so is wanting to help. We're not asking you to stop that, but to take time to think before you post

wcho035

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #11 on: October 16, 2019, 03:52:02 am »
Hi Ohartenstein23,

I wish to thank you kindly for your wonderful and considerate reply.

Just wish to correct one point in your message. Not trying to be a martyr, just offering my humility in the situation here. I made a mistake because of the source I have absolute trust in fails me. The point I am trying to get across is the cost of blinded and assumed arrogance.

Anyway, I will only help in topics I am absolutely sure in future.

Thanks for the kind input.

Offline The Martian

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #12 on: October 16, 2019, 06:52:46 pm »
Try this

https://openxcom.org/forum/index.php/topic,6721.0.html

You can manipulate the stats of a soldier in battlescape, in the form of a grenade.

Might solve your request.
Although this can't directly achieve the action I'm after, the ability to increase/reduce stats temporarily is pretty neat. Thank you for pointing out Finnik's script I'm definitely going to play around with it later.

Aliens armed with
temporary stat crippling weapons that your soldiers slowly shake off during battle could be fun.

IIRC panic states actually include "panic", "flee" and "berserk". If such a feature is introduced it might be helpful to be able to differentiate between all three.
There is only one state :) Low morale state.
Which splits into 1/3 of berserk response and 2/3 of panic response.
And panic response splits into 1/2 flee action and 1/2 freeze action.

All that aside, I have no intention of implementing any of this.
I forgot about the unit sometimes fleeing while panicked. Interestingly the UFOpaedia mentions that the direction the unit chooses to flee in is not random and is always "a random point south-east of their position". This explains why sometimes they freak out and run towards the enemy instead of away from them.


The panic/berserk "without morale damage" can be simulated with scripts, as I mentioned in the other thread: https://openxcom.org/forum/index.php/topic,7488.msg118016.html#msg118016
Scripting it to restore the morale after a low morale check does sound like the best solution to what I'm personally trying to achieve.

Offline Meridian

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Re: [Suggestion] Panic, Berserk or Mind Control on weapon hit
« Reply #13 on: October 16, 2019, 07:15:07 pm »
Interestingly the UFOpaedia mentions that the direction the unit chooses to flee in is not random and is always "a random point south-east of their position". This explains why sometimes they freak out and run towards the enemy instead of away from them.

I can't say how it is in the original, but in OpenXcom they will choose randomly from approx 5-tile radius in all directions.