Jump to content

Chris

Administrators
  • Posts

    10,940
  • Joined

  • Last visited

  • Days Won

    497

Everything posted by Chris

  1. Wow, posting up a game mechanic seems to immediately summon you from the ether, Gazz! Yes, it's a binary system, but then it's obvious when it takes effect so I don't see that being an issue. Particularly as you don't know whether the alien has an APs for reaction fire left anyway. Re: "abusing" it with weak weapons - that's not really going to work due to the low suppression scores of the weapons and the armour of the units. If they're well armoured, a weak weapon will hardly suppress them at all. Good luck suppressing something with a pistol. Besides, even if you did manage to suppress an alien with a rookie with a pistol, it can still use its 50% APs to shoot you. It's not an "I win" button.
  2. Nah, it's not cumulative. So if a unit is suppressed it gets 50% of its normal APs at the start of the turn. If it gets suppressed again, then it has 50% normal APs at the start of the next turn too, and so on.
  3. The amount of projectiles in a burst will likely be reflected in the weapon's Suppresion Value value, but there's no connection in the code.
  4. There's a new thread on Suppression mechanics in the forum. Please move discussion there!
  5. The overkill threshold is currently only 15%, it turns out. I don't think going up to 30% (and eventually possibly even 50%) is unreasonable.
  6. We're about to implement the suppression mechanics for the ground combat. The proposed suppression model is listed below for comments. There is likely to be changes to burst fire mechanics in the future so burst fire is less damaging in phyiscal terms, but that's not part of this discussion at the moment. Each unit (not vehicles) has a ­Suppression score. This is based on their Bravery stat. At the start of each battle their Suppression score starts at their Bravery stat and is capped at this level. They regenerate 25% of their maximum Suppression score at the start of each turn (rounded up), before any suppression checks are made. This 25% should be customisable value in config.xml. Therefore a unit with a 60 Bravery stat will start a battle with a 60 Suppression score and will regenerate 15 points per turn up to a maximum of score of 60. Properties: Each weapon should have a Suppression Value and Suppression Radius for their fire modes, which need to be set separately for Single Shot and Burst Fire. Suppression Value controls the amount of suppression a weapon causes. Suppression Radius controls the distance from the initial target that suppression will be caused to other units. When a weapon is fired at a target, it causes suppression damage to their suppression score. This damage is caused irrespective of whether the bullets fired actually hit their targets. The suppression damage is applied to the target unit, and all other units within the suppression radius of the target. The suppression damage done is the Suppression Value of the shot, less the appropriate unit armour value. If a unit is in the outer half of the suppression radius, rounded up (eg. 3 tiles away with a suppression radius of 5) then the suppression damage is reduced by half, after the armour check is taken into account. Therefore a machinegun with 80 Suppression Value and 5 Suppression Range firing at a Caesan with 60 Suppression score and 20 armour will reduce him to 0 Suppression score. A second Caesan standing 2 tiles away would also be reduced to 0 Suppression score. A third Caesan standing 4 tiles away would be reduced to 30 Suppression. Effects: Once a unit hits 0 Suppression score, it immediately loses any Aps reserved for reaction fire. In the following turn, it will have its Aps reduced to 50% of the normal value. If capable, the unit will immediately crouch (this does not cost Aps). A “suppressed” icon will appear above the unit’s head.
  7. Yup, only the soviet troops have experience in Afghanistan I think. The NATO guys have experience in Vietnam instead.
  8. Thanks guys. Gonna head to bed, but it's been a hell of a couple of days and I'm both very pleased and very tired!
  9. I'm very happy with that, I must admit. I did doubt we'd reach even $140k a few days ago but we've gone well beyond that. It's been a very strong couple of days and it's a great milestone to go past.
  10. We are planning to improve the grenade throws. They are pretty pathetic at the moment.
  11. The fighters go Fighter >>> Heavy Fighter >>> Interceptor in terms of direct replacements. The Strike Cruiser is a replacement for the Bomber. I guess you can assume that the UFOs of the previous types stop appearing because the local forces have gained the ability to shoot them down rather than the UFOs themselves stop appearing - but in game that's not stated explicitly.
  12. OK. Keep posting up your suggestions here, it'd be interesting to see what people say. Sound volumes are easily controlled in the text files so it's not a problem to tweak them.
  13. I think we will turn up the overkill percentage for the UFOs in the next build. A lot of people seem to fall foul of it.
  14. Oooh, less than $1,000 left to the big $150k! I'm glad I put that stretch goal in at $150k now, having a Kickstarter with no big target to hit in the last few hours is no fun...
  15. 7 hours left, $145,500. I'm thinking we'll make the $150,000 stretch goal.
  16. Welcome to the forums DarkArk, nice to have you here. There's no "g" in Xenonauts though
  17. Yeah, today's been a strong day. Let's hope the next 24 hours are equally strong, if not more so!
  18. Because the Soviet Union contained more than one nation, as does NATO. Would be unfair to just have NATO and then the entire USSR populated by Russians!
  19. Haha. Yeah. Well, much like I (erroneously) assumed I could have a holiday as soon as I finished getting the Kickstarter set up, up until today I was thinking that next week would be relatively chilled out. Then it occurred to me I'm going to have to organise getting 4,000 people Desura keys and collecting the various items of personal information required to get them their rewards as well. No holiday for me obviously! But from our point of view, the plan is to spend the next week or so finishing up the Kickstarter and working on the next build, which we hope to release in about a week. Once that is out, assuming no massive crashes, I think I'll take 2-3 days off. Things are going relatively well on the development front. You'll probably get an update on that next week.
  20. Quick note - my router is broken. I'm currently connecting to the net using my phone as a wifi hotspot, which is obviously not ideal given I have a 1gb monthly limit. New router arrives tomorrow, but I don't know when and I won't be on these forums until then
  21. The poster will be done tomorrow, we'll post it up then.
  22. Guys, this is the intro thread. Unfortunately I'm gonna have to clear this out, it's off topic.
  23. Mister Tibbles would go in there if there wasn't a small chance he'd randomly spawn every time someone generated a soldier.
×
×
  • Create New...