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About danzer

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  1. Well, yeah, smells would kind of not fit in correctly, but I'd still imagine that the sound of larger objects at closer ranges wouldn't break the game completely. On an other note completely on another tangent, wouldn't it be awesome if the game came boxed with a scratch-and-sniff card and an ingame index on what stuff smells like, imagine this: "Hrm, there's a (index number) three behind my unit..." *scratches number three on the card* "Smells like snakemen!"
  2. Hello guys! Just got this game and I almost wept on my first mission, I love the visuals, the gameplay, and I absolutely applaud you good sirs, I have not a single doubt that my premium pre-order was well invested. Noooow, that's not to say there isn't room for improvements, if only to my own personal preferences after a first impression... Let's get down to brass tacks! 1. Weapon modularity One of the things I adore with Jagged Alliance 2 gameplay was the modularity of most the weapons; get an AK47, stick a silencer on it, get a grenade launcher going and long range scope and you got a multi-role weapon capable of either engaging targets silently at long ranges, or blow them up. UFO: Aftershock and Afterlight did this too. What systems like these do is that they close the gap between tiers, and make the game progression less focused on tiers and getting to the next one, and more on what advantages each weapon provide. 2. Smoother field of vision While just a minor nitpick, I'd like an option to smooth out the field of vision to something akin to those used by other games, it's sort of more modern and you could do neat tricks where aliens could be visible just at the edge of your vision. It'd also make the game slightly less "blocky" ;P 3. More goddamn senses Now, there's perhaps nothing more enjoyable than a Chryssalid sneaking up on your soldiers and making mincemeat out of your poor chaps, I don't really see that happening with a Disc or a Reaper. Now, the UFO series pretty much had the best solution to this, adding detection based on sound, psionics, thermal and electronic imaging and even smell. 4. A solid engine with extensibility I think the engine is already pretty solid enough and I see there's some potential for modding already present, (although to what extent I currently have no clue, but I will certainly look into it) making this fully modable would immensely increase the replay value. I know that most dev tools often are spartan in comparison to a genuine SDK, such as UDK or the source SDK, but any tools and new toys you could make available to us would be incredibly appreciated! Just look at some of the more recent successes: The Bethesda/Obsidian studio games, Garry's Mod, Minecraft, Dwarf Fortress. Also, it'd pretty much snuff out every single thread for suggestions on this forum 5. Multiplayer This is pretty much optional, and I'm already asking too much, but multiplayer X-Com has already been proven to work and is the most hilarious thing ever. Hilarious you say? Ever seen the expression on someones face when they realize that they've just entered a house with a few pounds of high explosive set to explode on the next turn, madly rushing his remaining soldiers for cover? Priceless. Examples: JA2 1.13, UFO:TTS (Even includes strategic), UFO2K (Highly recommend you guys check this out) Lastly, I love this project and to be honest, and I'm pretty much content with how development is coming along. Keep up the good work!
  3. danzer

    ┬┐Multiplayer Patch?

    Just going to drop a line here, there's already two (although one of them is on hold) successful multi-player X-COM variants, UFO2K http://ufo2000.sourceforge.net/ It implements just the battlescape bit, but does it incredibly well, complete with mods and gamemodes. UFO:TTS http://ufotts.ninex.info/ Whilst UFO2K just implemented the battlescape, TTS does the whole thing, with aliens sending harvesting/terror/scouting/et.c missions and X-COM intercepting, researching and so forth. TTS is currently on hold due to pending legal issues.