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Showing content with the highest reputation on 11/12/2022 in all areas

  1. If the game already has restrictions on the total weight of portable items (which depends on the individual strength of the soldier), then why make restrictions on the size of the inventory? After all, this leads to the fact that a physically strong soldier is able to carry exactly as many things as a physically weak soldier is able to carry. It turns out that the physical strength of soldiers, from a certain level, does not give a physically strong soldier any advantages over a physically weak soldier. What is the point of such a role-playing system?
    1 point
  2. One person claims that adding aliens will complicate the game, and the game should be easy. Another person claims that expanding the inventory will simplify the game, and the game should be difficult. I agree with both: 1. The game should not tire and exhaust the player. 2. The game should set difficult and interesting tasks for the player. But I am against the fact that the complexity of the game is achieved by artificially limiting the tactical capabilities of the player's soldiers, and not achieved by increasing the tactical capabilities of the enemy. What prevents aliens from throwing grenades into the smoke screen? Or start firing a cloud of smoke from a machine gun? What prevents aliens from using a cloud of smoke? And if, in order to complicate the game, it is permissible to limit soldiers to the number of smoke grenades, without paying attention to the physical strength of the soldier and the carrying capacity, then why can't the weapon be limited to the number of shots, without paying attention to the actual size of the clip? The player ALWAYS defeats the opponent in a ground tactical battle. And if the player ALWAYS wins, then why not make the battle itself: fun and interesting, and not tedious?
    1 point
  3. I was writing together some thoughts what made the game short of perfect in my opinion when I realized that given the current status of the DEV project all feature related points are only have a chance to get eventually addressed if a modder with golden hands takes a turn on them. So hear go some ideas in hope one or two will be taken a fancy on by people better then me in a nifty mod : - Operation endgame button more visible/striking (it is a high priority apocalypse button) Green colors could dominate here and highlight the button background and outlines with different shades of green - Tanks shown in garage when viewing the base layout since we use this view to get an overview on number and type of planes as well (it is also the best designed management view so information should be tied in where possible) - Sorting of soldiers within base/personal menu does not show sorting direction set (asc/desc) - Strip all equipment function for soldiers in the base equipment screen - Geoscape does not contain much information and the range of planes specifically. Would be nice to have each type of planes and their range on the bottom of the map so to have more useful info there and also help planning air coverage. Icons of air combat could be used and a simple distance meter like in maps showing the range with larger numbers displayed to help orientation and increase immersion: 1000km? 2000km...etc... - One of the most important function of geoscape is showing relation and funding levels + changes for continents but the information is only displayed for each continent when cursor is above making for a lot of useless hovering. Information should be shown directly over the continents themselves and even color code them - maybe via buttons so they can be blended out so not to disturb in interception orders. - Statistics from UFO activity are missing that were present in the original - Mag ammo is very thin and without character (noticeable style) - Bring back original rifle as standard rifle (it is such an iconic and function defined form ) - Color coded squads (red and blue team). Painting the sprites seems too much effort, but how about a triangle above sprites, colored gloom or backround colour of quick key button? - All heavy weapon ammo should take up 2 slots just like in case of heavy machine gun. When predator is used the armor can take a crazy amount of ammo with him which may make sense but is not fun - If heavy ammo would take 2 slots the predator could only take 13 magazines which is still more then enough but looks and feels much better - Final mission optional objective is lackluster - Maybe its just me but I do not care about the survival of my virtual troops in the final mission since there is no strategic/tactical payoff nor emotional - no image of dead soldiers or other just same victory image - Final missing is too easy - the map is straight forward and thus much space meaning one can mow down enemies with rockets - 10 soldiers with fusion rockets - no issues that the equipment is destroyed and no small rooms and corridors to limit shooting angle. Elevation is also not utilized which make flying armor under utilized in the final push - this mission still feels much better then that of EU in my eyes due to the unique tile set and plot buildup - Hall of fame in game for won games and their statistics (mission count, lost civilians, soldiers, date and which ending is achieved) - Soldier equipment slots strongly reduced since they are never utilized (except in case below) - Resolve cheat to have all slots filled with ammo, medikit, backup weapons and drop them in the first round of tactical mission. The problem with the workaround is that it is giving a large advantage but is sheer micromanagement. The original had a perfect solution for that: max weight for transport and a slot to fill in unused equipment to (this might not be possible with the engine though) - Difference when using belt or backpack. Currently I don't see any difference and since we have so much space, the belt is simply meaningless with its size limitation
    1 point
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