Msvknight Posted October 29, 2013 Share Posted October 29, 2013 why, or is this a bug Quote Link to comment Share on other sites More sharing options...
Sentelin Posted October 29, 2013 Share Posted October 29, 2013 No,its intentional.It is like that to prevent abuse of opening and closing doors way to many times in one turn,which was the case and that's why devs increased required TU. Quote Link to comment Share on other sites More sharing options...
Dranak Posted October 29, 2013 Share Posted October 29, 2013 Of course, it didn't actually do anything to change that, just made it more inconvenient. Quote Link to comment Share on other sites More sharing options...
Msvknight Posted October 29, 2013 Author Share Posted October 29, 2013 I makes it harder to assault ufos thought Quote Link to comment Share on other sites More sharing options...
Dranak Posted October 30, 2013 Share Posted October 30, 2013 Just park a guy to the side of the door as a dedicated door operator. Quote Link to comment Share on other sites More sharing options...
Assoonasitis Posted October 30, 2013 Share Posted October 30, 2013 Single worst balance fix ever. Quote Link to comment Share on other sites More sharing options...
Msvknight Posted October 30, 2013 Author Share Posted October 30, 2013 worst. Balancing act. ever Quote Link to comment Share on other sites More sharing options...
Dranak Posted October 30, 2013 Share Posted October 30, 2013 To be fair, it was their first attempt at changing it. I'm sure they'll eventually get it right. Quote Link to comment Share on other sites More sharing options...
Aaron Posted October 30, 2013 Share Posted October 30, 2013 Of course, it didn't actually do anything to change that, just made it more inconvenient. Eh? Making door abuse more inconvenient was the intention - fewer people will be willing to go through the rigmarole of having a dedicated door opener guy in position than are willing to just abuse cheap door opening with 1 guy. I also gather it worked pretty well as a deterrent to door abuse based on the number of people who moan about it Quote Link to comment Share on other sites More sharing options...
Gorlom Posted October 30, 2013 Share Posted October 30, 2013 (edited) Eh? Making door abuse more inconvenient was the intention - fewer people will be willing to go through the rigmarole of having a dedicated door opener guy in position than are willing to just abuse cheap door opening with 1 guy.I also gather it worked pretty well as a deterrent to door abuse based on the number of people who moan about it Those people could be players that are not abusing the door hinges and could just be annoyed that regular use of moving through doors in human buildings are so heavily impacted. Can you differeate between opening and closing a door? Would it still deterr if you put closing at say 45 TU and opening doors remain at what it was before this change? (although that would cause some intuity problems most likely.. hmm) I would assume that some kind of AI solution would be superior to adjusting the TU cost... To have the aliens destroy the door by firing on it if they think someone is behind it or opening and closing it a lot would solve the issue, no? I'm not sure how plausible that is to do though Edited October 30, 2013 by Gorlom Quote Link to comment Share on other sites More sharing options...
Aaron Posted October 30, 2013 Share Posted October 30, 2013 I was actually thinking we just assign a random number between 5-10 to each door, if the players clicks it more than that many times... boom. Making the AI be less brain dead in their interactions with doors is on our list, yeah. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted October 30, 2013 Share Posted October 30, 2013 hahaha that is just evil! I like it Quote Link to comment Share on other sites More sharing options...
Tobbzn Posted October 30, 2013 Share Posted October 30, 2013 How about running through a closed door costing less than opening it carefully? You'd be able to burst through civilian doors at your leisure while keeping the deterrent for UFO and base doors. Quote Link to comment Share on other sites More sharing options...
Dranak Posted October 30, 2013 Share Posted October 30, 2013 Eh? Making door abuse more inconvenient was the intention - fewer people will be willing to go through the rigmarole of having a dedicated door opener guy in position than are willing to just abuse cheap door opening with 1 guy.I also gather it worked pretty well as a deterrent to door abuse based on the number of people who moan about it Fair enough, it is more inconvenient. Although I'm not sure how many of the people complaining about door TU costs are because it's interfering with them abusing it. Part of me likes the idea of unclosable alien doors, but I'm not sure what that would do to base missions. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 30, 2013 Share Posted October 30, 2013 I can imagine the complaints if doors became unclosable. "Hi, I can't close doors. Is this a bug?""WHY CANT I CLOSE DOORS" "It's completely unrealistic to be able to open a door, but not shut one." "Just lost a soldier because I couldn't close the ******* door. Fix this!" "They can't shoot, they can't throw, now they can't close doors. Genius!" And so on. And so forth. Quote Link to comment Share on other sites More sharing options...
Gazz Posted October 30, 2013 Share Posted October 30, 2013 I was actually thinking we just assign a random number between 5-10 to each door, if the players clicks it more than that many times... boom. If clicked more than once, the door might strike up a conversation with the soldier about whether or not his intentions are honest or if he has a going-through-doors phobia... costing him AP in the next turn. Quote Link to comment Share on other sites More sharing options...
GlyphGryph Posted October 31, 2013 Share Posted October 31, 2013 As I mentioned in the other thread, for the big automatic multi-tile doors, it would be nice if open/close actions occurred at end of turn, like with grenades. For smaller doors, just requiring someone to stand in front of them and risk reaction fire from the open action should be enough. Quote Link to comment Share on other sites More sharing options...
Ram Jam Posted November 1, 2013 Share Posted November 1, 2013 I still have not found a good method of assulting UFOs, in XCOM I would just blow holes in the ship and make my own door then blast anything that moves. I've yet to try that method here, cause I want to keep UFOs intact. Mostly... Quote Link to comment Share on other sites More sharing options...
Gorlom Posted November 1, 2013 Share Posted November 1, 2013 I still have not found a good method of assulting UFOs, in XCOM I would just blow holes in the ship and make my own door then blast anything that moves. I've yet to try that method here, cause I want to keep UFOs intact. Mostly... You can't in eithewr case. In Xenonauts the UFO hulls are impervious to small guns fire (anything in the battle scape), only aircraft weapons (during the interception minigame) may damage UFOs. Quote Link to comment Share on other sites More sharing options...
Jebediah Posted November 7, 2013 Share Posted November 7, 2013 As I mentioned in the other thread, for the big automatic multi-tile doors, it would be nice if open/close actions occurred at end of turn, like with grenades. For smaller doors, just requiring someone to stand in front of them and risk reaction fire from the open action should be enough. +1 to that. Kinda doesn't make sense that a blast door can open and close in the time it takes a frag grenade to go boom. Quote Link to comment Share on other sites More sharing options...
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