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Showing content with the highest reputation on 07/08/2019 in all areas

  1. Has there been any discussion on somehow using relationsacore as a currency of some sort (Yes. They are literally the currency. You know what I mean.)? Every time I see the raid results thing, it makes me think of what else they could be used for. Will we be able to leverage being a suck up to a region?
    1 point
  2. Didn't get that memo apparently. Though thinking about it, it may be that somewhere in the past someone already corrected me in this regard and I just forgot. Age and all...
    1 point
  3. Yes, yes, yes, all very interesting, but ... do you see the HEDGES in the picture there?!?! You can now totally DESTROY the hedges ! Not just reduce them to halfway-burnt-brown pitcher's mounds that you still can't traverse over after hitting them with a rocket, a grenade, and applied C4; No, they REALLY ARE DESTRUCTIBLE NOW !!!
    1 point
  4. Yeah, the biggest change between X1 and X2 mechanically is that the TU costs for firing weapons are now flat values rather than % costs. I've switched between them several times in X2 already and I may do so again in future (to the point I'm temped to ask the coders just to leave fields for both in the code so I can mix and match or combine as appropriate). One of the things that was confusing in X1 was that the same weapon could have radically different fire costs depending on which soldiers is carrying it, which makes the maths kinda hard to do. One of the things I was experimenting with for a bit is to standardise fire costs across all weapons for the same fire mode, but vary the accuracy - so an aimed shot is always 40TU, a snap shot is always 20TU, etc. But different weapons have access to different fire modes. This would just make it far easier to control large numbers of soldiers. If your soldier has a rifle you know you need 30TU to fire a shot, no matter who they are. Having to check the cost of the fire modes for every soldier is something I'd like to streamline out if at all possible ... although this fixed TU system might not be the best way to do that. The idea was originally to give all soldiers 100 TU to make it even easier to understand and vary move costs based on strength / equipment load, but I'm unsure if that'll be superior or not.
    1 point
  5. Legitimate tactic!
    1 point
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