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jamoecw

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Everything posted by jamoecw

  1. i think when goldhawk makes a poor quality fps based xenonaughts, the main character should be a farmer who was pushed too far. " 'at's for betsy, you probin' alien!"
  2. http://en.wikipedia.org/wiki/ShKAS_machine_gun if this was in game, it would be something like: modified for a 50 round box magazine this super heavy weapon has enough ammo for 2 short bursts. reloading is a long involved process however as one will most likely have to repair a jam. there has been some debate as to whether the benefit of a (barely) man carried weapon system which rivals the quad .50 machine guns of a hunter.
  3. mount and blade sold copies for their game (original one) while in early beta, as they got closer to release the price went up, to a final price of $40. minecraft released a barebones, relatively bug free, online only game, before taking money in order develop minecraft as it is today. dwarf fortress releases it's versions free, living off of a almost exclusively 1 man development team from donations only. kickstarter is just something to help with the financial side of things for indie developers to get off the ground, alternatives have always and hopefully will always exist. it isn't that i think that kickstarter is a bad thing, i just think that if it is the only game in town (so to speak), then it will get abused and cause bad things for the indie market.
  4. with price fluctuations, it is currently 1/2 the price to fly from oakland to london than SFO to london. the drive difference on average is about 25min. between airports. at one point clean air group or some such was pushing for cutting of subsidies to their airlines, in real world economics that means more people driving to get to their destination, like here in america. often times it is cheaper to take a bus, though as distance increases that becomes less true. a search on prices suggest that it would have been cheaper for you to the same IceVamp. i bet the clean air people didn't think that through.
  5. the idea is to have the print out look period specific, a simple dot matrix, at the time i though the black dots were for the computer for some reason, but after installing it it would seem not. either way you agree that dot matrix for the computer printout from the 80's is needed, right? here's some others: for the size on the clipboard i think the third is best, as it would be nice for it to be easily readable, as well as being obvious it is dot matrix. perhaps for the other screens a different 80's era font could be shown, though i am not sure were they would fit as i have yet to see them. some more 80's fonts:
  6. your probably right, i have been paying close attention to this when i play now, and it would seem that this holds true. though sometimes the fighters want to intercept my fighters, and i don't get the normal screen asking whether to tail them for a bit or not.
  7. in original xcom: starting tanks armor: front - 90 side - 75 rear - 60 bottom - 60 starting tanks hp - 90 in comparison, starting armor: front - 12 side - 8 rear - 5 bottom - 2 cap on troop hp - 60 first researched armor: front - 50 side -40 rear -30 bottom - 30 tanks are nearly useless due to their low accuracy/reactions and high fire TUs/cost in the original 2 games.
  8. hmmm, the thought of gain on failure could be done with using the hit chance for missed shots, but using the same formula as i posted above. thus a person spraying a bunch of bullets with 10% chance of hitting would get .1 for each bullet missed. though most likely using an auto shot when the enemy will die with 1 bullet at close range would result in many misses with high chance of hitting, thus gaining loads accuracy exp, making them level up much faster than the people who need the accuracy stat. i like the idea of learning from failure, but i don't see how it helps anything. as far as strength, if it helps you throw a grenade farther then it would be helpful to increase that stat even if you aren't overburdened. but if it doesn't, and the troop in question isn't overburdened, how would an increase in strength help him? if it does help him throw grenades, why not use that to help him improve, as well as being overburdened? as for reaction, i don't see how better reaction isn't useful ever (barring ai bugs, like using a rocket launcher at point blank).
  9. in the original xcom and in apocalypse they would run away from perceived threats, your forces and the aliens. in the original, after a short while of losing sight of what ever spooked them, they would resume their normal random wondering. in apocalypse, after short while of losing sight, they would try to run towards an exit, but before reaching the exit they would calm down and try to return to what ever they were doing before. the vision of civies compared to aliens and your forces in the original was quite poor, so typically they got shot before they saw anything, in apocalypse i think everyone had the same visual ability, which resulted in considerable yo-yoing between your forces and the aliens, which made stunning them quite helpful. edit: wanting to check out a crashed ufo is reasonable, but they should still run away from aliens, though civy ai isn't a high priority in my opinion.
  10. in the same game has it taken hits without dying? i might have gotten unlucky with a random insta kill shot like what happens in air combat sometimes.
  11. i looked up how much it is to fly round trip from london out to a few places in the US, turns out it is cheaper for him to fly out and back, than it is for us to fly around our own country, go figure.
  12. i lost 2 soldiers in a mission (first losses so i don't know if this bug is new), both were stated as killed in action in the debrief, upon getting back to base i checked to see if either got revived. one of them was still in the chinook with full health and completely unequipped (armor, backpack, gun, everything), the other was sitting in the hospital with 0%HP as shown in the screen. one of them has got to be a bug.
  13. didn't really notice if this happened before, but upon spotting your troopers/aliens they get all hyped up and run around, though the direction doesn't seem to matter, i have seen them run towards the aliens, while running perpendicular to your forces. they don't seem to prioritize aliens over yours, they have towards my forces, sometimes while running towards aliens in the process, sometimes not.
  14. scout, farm: you can still select the MG trooper with the tabs on the bottom of the screen. trooper selected is sniper, doesn't seem to make a difference though. though moving him seemed to have fixed the issue.
  15. i would change the font on the clipboard to 'videobeast 80's' or something that looks like it was printed in the early 80's. videobeast 80's:
  16. oakland as well. though if crime decreases there is also a budget cut, as less police are needed to maintain the same level of crime prevention. also if the economy tanks there is a cut, or if the economy increases. there is other stuff going on which makes this seem more sane, but yeah it happens quite regularly in areas of high crime.
  17. i just did a ground combat where my tank took a single hit, which destroyed it. my soldiers proceeded to use the wreckage for cover, which was then destroyed in another hit, which left a single scorched tile on the ground. with the tank also having no vision of it's own i would say there is a problem with the game thinking it is something else.
  18. it should be gas damage, typically gas masks are designed for more than just smoke, as there are many different types of smoke. semantics aside, not sure how feasible adding damage types for chris is.
  19. apocalypse was unfinished. had it been finished, and had the xcom team been the ones making the graphics i am sure that it would have been considered a true sequel. in the end apocalypse was overly ambitious in its goals for a final game: being able to play as key factions (possibly even all of them) abduction missions bug planting missions assassination missions more robust ai more devices and there was project freedom ridge which was cancelled, aftermath was supposed to this game, but had to be completely rebuilt due to licensing issues. altair's second game, aftershock, had a bug which wouldn't let you do the final mission, the second to last patch for the game removed the bug, but it was put back in with the last official patch due to infighting between developer and publisher. there were quite a few bugs in the second game that were never resolved. the third game, afterlight, also had some bugs that were never resolved, though they are somewhat minor. the first game, aftermath, had a few bugs that were never resolved, again minor ones. terror from the deep was produced as a marketing decision, in order to capitalize on the success of the first xcom, it was supposed to take 6 months, the only way mythos felt it could do such was just doing a simple reskin. the original xcom already had a well tested ground combat game engine from the game 'laser squad' before it went into development, which took 3 years. the reason as to why people want a new xcom has a lot to do with were effort is spent, as well as the scope of the game. pretty much only a couple of modern blockbusters can compare in scope, and even then most effort is spent in making them pretty, rather than fleshing out the game play and core mechanics. i have gathered that chris has figured out what sort of task he has set before himself, hopefully the fans here will understand as well.
  20. as far as accuracy goes, why not have it based on the miss chance of a shot without extra APs used to make it more accurate? something like X1+X2+X3+(etc.)=8=1 Accuracy point (max 2) where X1 is the miss chance (before APs used to increase accuracy) of the first shot to result in damage of an alien. X2 would be the second, etc. so snipers that are always spending APs to get one good shot off don't get penalized for taking less shots. snap shots which are fired more should compensate through volume of fire. auto shots which are for suppression aren't being aimed properly anyway, so it makes sense that a soldier who does use or need accuracy will get as much. auto shots to kill will compensate through volume of fire, like the snap shots. rocket launchers will compensate for low ammo, as they deal splash damage, and thus an increased chance to deal damage irregardless of accuracy.
  21. anytime i go to air combat the ufos are always facing away, they never are using geoscape relative facings. i have never been intercepted while trying to get away though so i didn't think much of it at the time, but you are right.
  22. mine seem to always go through 5 days worth of healing, weird. seems they heal faster in the chinook, maybe the hospital should get moved into there.
  23. here we go second corvette i shot down, seems consistent. the other medium size ufo i have seen has been a bomber, though i have yet to shoot one down without destroying it.
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