Author Topic: Rearming Skyrangers after returning from missions  (Read 2945 times)

Offline bramcor

  • Captain
  • ***
  • Posts: 76
    • View Profile
Rearming Skyrangers after returning from missions
« on: October 17, 2010, 03:09:07 pm »
Although https://www.ufopaedia.org/index.php?title=Skyranger makes it clear that Skyrangers (well - unarmed crafts in general I guess) have a rearming step after returning from a mission in the original game, it might make better sense to split up the rearming procedure https://www.ufopaedia.org/index.php?title=Rearming into rearming and readyness check procedures.

This would mean that crafts with no weapon mounts or no weapons mounted would just go through the readyness check after refuelling/repairing before being ready for action again.

From how I interpret the description on https://ufopaedia.org an additional hour of maintenance is currently imposed on the craft through the rearmament step in addition to the time requirements of the "hidden" readyness check.

Changing this would be a clear deviation from the original implementation, but I would argue that it still fits in with the goal of creating a remake to the degree that it makes sense. Is this a fringe case where the logic of UFO:EU is wrong, or should it remain the same as in the original? What do you guys think?
« Last Edit: October 17, 2010, 05:52:53 pm by bramcor »

Offline pmprog

  • Commander
  • *****
  • Posts: 652
  • Contributor
    • View Profile
    • Polymath Programming
Re: Rearming Skyrangers after returning from missions
« Reply #1 on: October 18, 2010, 10:52:14 pm »
I disagree, it's not wrong. You still need to "rearm", or should that at least be re-equip soliders and inventory. Unless there's a seperate equip state

Offline bramcor

  • Captain
  • ***
  • Posts: 76
    • View Profile
Re: Rearming Skyrangers after returning from missions
« Reply #2 on: October 19, 2010, 10:56:17 pm »
Yeah, I also though of adding something such as "soldier equipment maintenance" or "unloading loot" to the list of states a recently landed craft could go through. This would definitely make them more descriptive, but along the way I thought to myself that adding yet another state would make the whole thing too complex for a change that would fit with the purpose of OpenXcom.

And I guess that is the answer I was looking for in the first place - adding the number of states that would describe the degree of detail I am interested in should not happen in this incarnation of OpenXcom. It will have to wait for some distant future version or a mod of some sort :)