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yodaman888

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yodaman888 last won the day on November 22 2017

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  1. Im having a pretty serious issue where the game wont let me see into this ufo. Im using the latest unofficial patch.
  2. Sorry to bump But balancing keeping the use of alien weapons outside of a single skirmish is not insurmountable at all. 1. Make the alien ammo degrade pretty fast you for example you could make total alien ammo half itself each day as its base rate or even faster 2. Add repeatable research to slow the degradation as a moderate research sink. This would give a "cost" to using alien weapons over researching better home grown alternatives 3. Give the aliens a tier of weapons which I think would make the game more interesting overall Each tier would have its own "ammo" to slow the degradation each type would have to be researched separate so for example after a significant amount of time you could get tier 1 degradation to almost nothing but then at tier 2 ammo degrades really fast again unless you pour MORE significant time into researching it. example alien tiers Tier 1 Gamma ray lasers Tier 2 Plasma Tier 3 Molecular disintegrators and obviously you would keep the alien weapons accuracy penalty Doing all of this gives an interesting stop gap alternative to researching actual weapons while allowing you to use those cool alien weapons at least for a little bit.
  3. I just wanted to drop in an ask if its ok to create a submod that enables the alien weapons in the soldier equipment screen? I have been working on this in my spare time for personal use and its starting to all come together nicely so I might as well release it when its finished if that is ok. Also would it be possible to give me some basic info on how each alien weapon class works so that I can go ahead and write up some basic xenopedia articles for them?
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