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Frontspac

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10 Good

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    Canada
  1. I agree with this. Soldiers bleed a semi random amount based partially on their toughness. The minimum/maximum values for bleed-out are increased for a specific turn if they stand or move. This increase can stack up to a certain point of the soldier continually performs strenous activity in multiple consequtive turns. The Minimumn/maximum values could also be reduced by having the solider crouched and stationary, with additional reductions to the bleedout range if they remained crouched up for sequential turns (up to a maximum, bleedout still happens regardless). This value (stack) is completely reset if the soldier moves or stands, which in turn starts increasing the bleed-out range again. It would give an in-gameplay, player driven reason to have wounded soldiers moving slowly and taking turns to "rest", IE to prevent building up stacks of their maximum bleedout per turn.
  2. I'd like to say I think this would be a neat idea, as well. Especially if you could get a bunch of stats related to that deceased players career. It'd be great for Lets Plays and people like me who name their soldiers after their friends and relay stories of thrilling heroics (or deadly incompetence).
  3. Oh. Yeah. Duh. That should've occurred to me. Personally I still think a very basic pilot system would be a neat idea, though I can understand not implementing it.
  4. Yeah, I can see not having tooltips until a final/near final release. On the flip-side though, a general description of what each building does would be nice. Just, like, entries in the Xenopedia or something. One thing I do hope though, when they add tooltips, is that you'll get info about what that specific structure is doing, and not just info about the type in general. Like "Lab 2 >> 3 active scientists >> Researching: Alien Invasion >> 40% complete, 36 hours remaining" Also this is way too nit-picky to warrant it's own thread or anything, but I think it'd be great if you could click on a structure to go straight to the tab for what that structure does (Clicking in an occupied hangar takes you straight to the screen for that plane, etc...)
  5. Yeah I agree. Having a pilot assigned to each plane and a skill level to go along with them would be kind of neat, and add to the punch of losing one. I think the OP is overly complicated, it could just be a simple "Plane >> Pilot Callsign >> Skill >>" (Condor 1 >> Bob Pilot-Guy >> 40) that modestly effects the stats in air-combat (cool-down times, or slight changes to speed or damage). Since it's unlikely a pilot or a craft would survive independent of each other, pilots could just come pre-assigned to each plane purchased.
  6. Good mod. The colours look pretty nice from what I can see in the screenshots. Yeah, Snozy, that'd be a whole other level of game mechanics. That said, I do hope the new map has country borders and names (possibly as an optional overlay) as well as some additional cities. Also some tweaked geography. I know this probably doesn't matter to most of the user-base, but to me the Pacific Northwest looks really weird without Vancouver Island. As it stands now, aside from cosmetic changes, is there or will there be a way to way to modify the world map at all? I could see, in the future, some dedicated fan making a megamod that adds more countries, cities, and accompanying maps and tilesets. I'm curious how do-able that might be.
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