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Showing content with the highest reputation on 03/24/2020 in all areas

  1. I see.. but I would still vote for a limit of 2 in the beginning
    1 point
  2. The "cover up" thing really doesn't work when you have alien ships landing in populated areas, killing people and so on, all as a regular occurence. To accomodate something like that in a sensible manner, you'd have to re-write and re-make half the game.
    1 point
  3. Option 3 is the most intuitive to me. When a soldier isn't in a dropship, it makes sense that the assigned loadout is the desired template and not something that actually depletes your stores now. It's the most user-friendly solution, preventing "losing" items and preventing the need to repeatedly reassign equipment. The big issue here is to make sure that's not confusing, but I imagine a graphical cue could address that. if a soldier is unassigned, draw their equipment with some transparency mask applied. It should convey the idea that the equipment isn't really "there" yet.
    1 point
  4. Suggestion 2. I cant follow this argument. >but this means it can be difficult keeping track of your equipment - e.g. you might have a spare Laser Rifle on one of your unassigned soldiers somewhere without realising it, and you'd have to search through them to check that isn't the cas Counter example: This means I have 3 sniper rifles available in total. 2 sniper rifles in store, and 1 combined sniper rifle eqipped on soldiers in other subtabs. Even better, if i want to, i can equipt all 3 snipers, where one gets automatically deequipt from the soldier in other subtab(s). I dont know if that is functionality that XCE introduced, but thats how X-Division works currently. This formula should be followed for all gear components: [available gear in store] + [available gear equipped on other soldiers in other subtabs]. As well as the automatic unequiping if you wish to equipt it on soldiers in the current subtab.
    1 point
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