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  • Biography
    Born 1986 on the east coast of Scotland. Moved to Glasgow, Scotland to Study Electronic and Electrical Engineering at Strathclyde University. Was in the TA for 2.5 years and had an RAF bursary for a further two years. Decided not to join the military and also turned a job down with BP to do research in wind energy (and have more time on my hands). Run a company and a charity with my partner in my spare time. Plan to move abroad as soon as!
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    Strategy, football, travelling, pubbing, charity work
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    PhD Student - Novel Wind Energy Concepts, Co-founder of Gifts4Kids Cambodia
  1. Quite a brave and bold move to deviate away from the previous mechanics but most of them sound pretty interesting! I think two things I am not sold on (based on the premise) is a) local government missions - will you have the resources to make these varied enough that they don't become tedious? b) one alien per mission - the only thing is that fighting humans is boring, that can be done in any dozen other games. Maybe consider human/alien hybrids? I know XCOM touched on this theme already. However if they had a few different stages of development you could have some fairly interesting model design and characteristics (i.e. tanks, glass cannons, fear inducing, snipers). This is especially true if you are going to be up against humans in the government missions. There would need to be enough to differentiate between a fully human based mission and one with a single alien other than presumably the setting? Hybrids would still achieve your goal of making the alien fights mean something without making it m16 on m16 as it were. p.s It would be awesome to have a colour overlay on the geoscape which shows influence. One of my favourite moments harking back to the olden days was in the early missions of C&C Red Alert when you had the illusion of choice in selecting missions to stem the tide of the enemy and part of that was the visual map showing red vs blue which ebbed and flowed between missions and the satisfaction of a big blob turning blue after winning a mission.
  2. I think this builds on the OP's post and is a great idea. Another approach is to make new technology you have just discovered inherently dangerous. Consider a rookie soldier with a certain stat (accuracy for example) below some threshold. Every time they fire a T2 or T3 tech weapon there is a reasonably probability of the weapon misfiring or blowing up in their hands. Thus the use of advanced tech has to be 'earned' by individual soldiers forcing a player to continue the use of lower tech's for longer or accept the risk of injury or death to their soldiers. Technologies could be used to lower this threshold - meaning that a player is not frustrated by an inability to field an experienced team in order to safely use T3 weapons provided they research a few other areas. But it would encourage the continued use of lower tiers to manage risk for a longer period of the game other than the X1 system of monetary expense and manufacturing time being the sole restrictions. If you balanced the amount of time taken to make the weapons safe you could give players some interesting tech choices; In tactical gameplay 1. Field lower tiers and limit the new researched tiers to their vets to avoid or lower the risk. 2. Field high tier weapons on the whole squad but accept the higher risk. In geo-scape research 1. Spend an amount of time making the tier safe for universal use (say 30% of the time it would normally take to get to a new weapons tech). 2. Speed through to the next tech avoiding the 'make safe' tech tree and continuing with strategy 1 or 2 in gameplay.
  3. I think this is a great idea and I would go a step further and have it literally completely negate the HM. i.e. it immediately becomes your next turn. Really useful when you are bounding your guys across open expanses where you know there is going to be literally no action because its already scouted/cleared.
  4. I agree with the following; - C4 should take up a larger slot in inventory. - C4 being placeable in the current player spot OR on adjacent tiles - including on structures/props (as opposed to grenades which should bounce off props) but not thrown. - C4 having a high damage/destructibility such that it destroys equipment the closer the alien/object is to the blast centre. However, if you really consider why C4 is so good its because its mouldable. Its versatility comes from the fact that you can make a small or big explosion by breaking off parts of it to make smaller explosives. I was going to suggest making it more of a directional explosion but perhaps that's not niche enough. So... Might it be a nice idea if you could control the size of the explosion (perhaps even at the expense of the timer). A player could set a single tile charge which essentially just knocks a man sized hole in a wall, a 1-tile outward explosion up to some limit, say 6-tile outward explosion. This gives the utility to a player that A) they can control exactly how many tiles are effected, meaning it still has some versatility in tight spaces (such as a breaching a corridor door) with men standing only 2-3 tiles away. B) you can control just how much damage a tile is going to receive. I could imagine the mechanic being 100% damage on the tile the C4 is placed (regardless of size) with 25% less damage per tile moving away. Visually the damage would be for: single tile charge 100 a one tile outward charge 75 75 75 75 100 75 75 75 75 a two tile outward charge 56 56 56 56 56 56 75 75 75 56 56 75 100 75 56 56 75 75 75 56 56 56 56 56 56 and so on In this manner you could do sufficient damage to kill an alien but not destroy its equipment if that alien was X tiles away from the explosion centre, you could breach the UFO next the reactor without setting it off, or conversely you could blow the sweet daylight out of everything. I would couple this mechanic with a C4 charge value. Lets say it has an ammo value of 5. Meaning you could make 5 man sized holes or a single 5 tile outward explosion with one block of it. Intuitive and niche.
  5. Might have just been me but you might want to verify the file you have on download. (either that or my download corrupted) The weapons.xml file was empty apart from the two items you have added in... So yeah no weapons on the soldiers and CTD.. Thanks Mike
  6. I'd like to see the edge of vision tapered off much more gradually so that Aliens at the edge of your sight are only just noticeable. Like in the original Xcom sometimes you could only really make out a shape or shadow and you would be straining to work out if it was a Sectoid or Chrysalid. Would it be possible to play around with a filter and make the battlescapes appear overcast (instead of sunny like present)?
  7. Would love an oppressive Battlescape mod. Its just not tense enough (unless at night) because everything is so bright
  8. Ah ha, as I suspected! I am on 1.04 just now so that explains it. Darn, all those deaths for nothing
  9. Ok firstly, I understand that Caesan are supposed to be weaker, but more accurate than Seb's but I can't help but feel cheated every time I play against them. Normally I would pass off single shots from a Cas at around 15 tiles range that hit the mark as fair. However, I am repeatedly being hit by Caesan burst fire at this range with every single shot hitting. I don't mean its happening every time, but by golly it feels like it. At anything more than about 3 tiles range and without any obstacles in the way my Commander/Majors accuracy is in the 30% region. Put in any form of object, be it a broken window or partial cover and these percentages even at three tiles can be like 12% for an experienced soldier and as low as 4% for a Rookie. I keep seeing a Caesan burst fire me from well outside my vision (I know they have extra vision on me so that's fine). What isn't fine is when they almost always get me with every single shot from that burst, even when its through cover. I am losing soldiers like flies, even when they are in cover and wearing Wolf armour simply because the Cas are able to take 4 shots per turn with the vast majority of them hitting whereas I have to gang up about 4 or 5 to 1 just to get enough shots on target that hit. Maybe this is coming across as a moan but I am just concerned that this isn't supposed to be the correct behaviour and that there is something up with the way Alien AI calculate burst accuracy. Has anyone else found this to be the case? Or perhaps it is a case that the Aliens have a full map of all the spaces and their chances to hit (on a burst) so that they are able to always select the space that maximizes this (and hence why it happens so often)? A few points before the inevitable "here are some tips" 1) I am well versed in how to exploit cover 2) I am well versed in using smoke cover, though I admit I don't expect to have to use it on a solider who is in partial cover and not in LOS of an alien. 3) I always try to move to avoid shooting through or over cover to maximize chances to hit.
  10. OOh, like an option in the menu to have random starting funding?
  11. Would love (and pay) to see Forest Maps. Would love to have the time to get into mapping and help out but business doesn't run itself unfortunately
  12. I think what he's trying to say is; The aircraft is only lost once you reach 0% fuel in combat AND your plane has not left the combat area. HOWEVER The aircraft does not always take the quickest route to the edge of the battle area and has made its calculation based on that in-optimum trajectory. If you say "no" and then (fire a missile say) then go to the nearest exit as determined by you. Providing you reach the end of the combat zone before hitting 0% you shouldn't lose the aircraft.
  13. Anecdotal evidence but; On my play-through of 1.02 I am experiencing plenty of aggressive AI inside the UFO. Examples; 1. Casean is hemmed into pilots room (in corvette). He has two guys to his front, both with shields though they are behind cover. On my turn I open up door behind him and spray him with rifle (miss and don't kill). Close the door and run back a few steps. On the AI turn, instead of shooting at shield guys (and risking reaction fire), he turns round. Opens up door, walks through and kills my rifleman. 2. Lining up behind the three doors in the corvette. Sebillian officer opens up door, launches a grenade right into them and kills two out-right. On the same turn, Sebillian opens up side door and shoots at another and kills him. Interestingly though the Seb from the side ignored a guy in the same room and shot at someone through the side door (but in the corridor).
  14. I'd say that's the main issue at present. I definitely think that events/missions should take at-least a token amount of time (say 1 hour) and that the UFO AI needs to make a decision either to try and outrun an interception, or carry out a mission and risk almost certain interception. I don't know if that is possible within the confines of the game however. I'd be happy if the funding increase from performing missions and shoot-downs was increased to compensate for the nations leaving. As it is I have played a near perfect game so far and my expenditure is pretty much the same as my income by November with missions only really covering the cost of replacing lost equipment and just keeping up with the Aliens tech. I certainly can't afford a third base!
  15. That's not true. You lose Laser weapons when your soldiers die. At-least that happens to me anyway! (It might be a bug). I can also attest that even without losing a single air battle I simply don't have enough alloys to make any armour by mid November.
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