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pvtbones

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Posts posted by pvtbones

  1. Perhaps this should be looked at as an opportunity to expand the concept rather than marginalizing it?

    I think what is important to me (and I think some other aswell) is retaining the "humanity" of the game. This is a game about the men and women facing off against the end of the world. and you leading them. right now the scientist and engineers are barely a human element to the game, one step above being purely numbers (+1 to the speed of research, etc.) Why not make the men and woman who serve off the front lines a little more human. Random generate them a name (and optionally a picture depending on resources), and a specialization that gives them a small bonus to certain research or construction topics(but does not negatively affect them when they are tasked to other types of research/construction).

    for example:Your researching wolf armor and you have 10 scientist to choose from, you decide you going to put 5 of them on the project while you leave the other 5 open for a project that while start in the near future. you ten scientist all have bonuses to certain fields that would help them with projects that fit that field (which can be as detailed or vague as desired)you ten scientist are:Greg:Weapon systems Barbara: BiologyRobert: AircraftSarah: personal armorBarbara: UFO DetectionYuri: VodkaRyan: explosivesShawn: personal armorKate: BiologyBarbara: Physicsso of those ten you decide to task, Sarah, Shawn, Yuri, Barbara, and Robert with research Wolf Armor. Both Sarah and Shawn get a small bonus to this project so it could complete faster than if the project included no one with bonuses.

    I think this would make people think about who they fire and when, if they know that all scientist and engineers could in the future give them a much needed edge that they might not be able to keep if they fire off a bunch of people in the short term, and make them feel that much more like they are the commander to has to wear that many more hats to save the world.

  2. A very good read! the only thing that stuck out as a bit off was the escape pod with the female sniper very near the end, Perhaps I just didn't exactly understand what it did in scanning her, but I would of figured it would have done something a bit more defensive had it detected a hostile lifeform (IE, not a member of the ship races) and either decompressed her out or exploded.

  3. in my current game of two five (wo)man squads that rotate each mission on and off the Chinook. I just swapped out my heavily injured alpha 2 squad for Alpha 1. I tried placing them in their formation inside the Chinook but couldn't (dunno if that's a bug or if I was just failing at it >_>) I gave up and went back to the geoscape and started advancing time (3x) when all of a sudden the game started loading a ground battle. turns out to be a farm map. there was no pop up for a ufo detected nor did I launch fighters or fight a ufo. just started accelerating time and bam, loading a farm battle map which I'm currently playing through

  4. Possibly it'll warrant a patch then, we'll look into it. In any case, Let's Plays are fine to do and to post on these forums if you want.

    what about on other forums? are we okay to do lets plays and community games elsewhere ( I ask out of politeness and because the game hasn't yet hit beta, and perhaps you'd like to put the best foot forward sorta deal here)

  5. I'm worried that separating it into two missions will make the outside mission pointless as in "why even bother with the outside map, why not just start us inside the ufo?"

    *EDIT*

    I think the key is making it so both phases are important equally. and not punish the player for only achieving one section.

  6. My concern about this, is the fact it could easily take away options from the player. if we are able to enter some soldiers through a airlock and some through a breech, while that be represented or will all of them be forced to load into the 'elevator room' and if semi-/random ship interiors are put it, that could also become an issue (half your troops loading on one side and another half on the opposite side, even though the entrance and breech were on the same side of the previous map)

    and what about injured soldiers, I usually run them back to to the Chinook to wait it out. Am I going to be forced to bring them along where they will be in harms way once more?

    I have some reservations but I'm willing to try it out and see what it's like.

  7. its mainly to do with the AI not working properly so aliens are not as aggressive, kinda sit still at times.

    If your talking about rear compartment wiith 2 doors and a power core inside- I assault both doors at the same time. I save up time units- 1step in fire... retreat - next xenonaut in fire - retreat- that way i am not a sitting duck

    Actually I meant the other section (the 3 by 12 rectangle) that I have issue with (I always thought that was the engineering section lol)

    I've tried pinning ferret and regular missiles in but that either has no effect or goes horrobly wrong

    Ps: sorry, typing this on a phone

  8. Does anyone have an tips for assaulting scout crafts? right now I have a heck of a time getting into the engineering section as their are usually 2 -3 aliens inside that just tear me to shreds with reaction fire, and it's difficult to lob grenades into it in such a way to actually get them in the blast zone, as they are always lined up against the wall just waiting patiently.

    I've killed my best friend in 5 different new games because of this :P

  9. started up a new game and got to my first crashsite. I had a trooper inside the factory near where the chinook spawns on the industrial set. I had him take aim at an alien and go to shoot through a window, He then shot taking out the wall and killing himself(I'm going to assuming he was gunning into that wall with homocidial glee and got hit by a richocet:rolleyes:, the game crashed a few seconds later.

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