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Wiz33

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  1. You can also have more than one system, A reduced chance to be hit (stealth tech), a HP increase (Shield) or the shield block x number of damage per turn then additional damage goes through.
  2. That's why I said we need to improve abilities rather than raw stats. Being able to learn new abilities would be more realistic (known as cross training) so there is still soldier growth. For example, Stealth movement will reduce the chance and distance of being spotted, heavy weapon training will reduce the TU needed to operate hvy weapons, scout will get a spotting bonus, electronic skill can offer bonus to remotely operated vehicles (say more TU for a robotic unit). Instead of raw stat improvement, you can use proficiency improvement so experienced soldier get a TU bonus since they can do tasks faster (which is also more realistic). All that combined will make your soldier unique and valuable to keep alive. More shots to kill is not really a problem if suppression is taken into effect. The amount of fire being taken (number of rounds instead of actual damage received) will affect the chance of a unit to stop their intended action and try to seek cover nearby (maybe with an exception to robotic units). they should also incur an accuracy penalty as it's going to be hard to line up a shot while being shot at.
  3. One thing that always bugs me is how a properly trained soldier (and we're talking about the world's elite that gets picked for this organization) will miss so often. I want to see higher accuracy from the initial weapons. If this was done for balance, I would rather see more hits with less damage (it also feels much more satisfying then getting a miss at point blank range). Also, any soldier that pass their training will be able to carry their basic combat loadouts and will be pretty much at the peak of their physical form. Sure, there are difference at body size so some will be able to carry more but all recruits should be able to carry their basic combat loadouts. Yes, this would make soldier development a bit boring but maybe we could come up with improvement on certain specific skills like handling explosive or heavy weapons.
  4. I think we need missiles on the interceptor at start but maybe have a low chance to hit due to UFO being harder to track and have better evasion (that's where the R&D comes in). Missile certainly fly faster than planes, if you can intercept with the plane you're well within missile range and the next generation of missile will be ramjet powered and should hit Mach 4+. Shotgun have also came a long way, take a look at the AA-12 or the russian Saiga-12 semi-auto. As to why some of the more exotic weapon was not adopted or only produce in small number. It's the result of the peace dividend with the end of the Cold War. The production quantity of the F-22 is a direct result of that as the original requirement was for 750 units. Same thing happen to the H&K G11 K2 assault rifle using Caseless ammo and carries 150 rounds on the rifle. It was already certified for German army service and was ready to go into production when the military budget was cut.
  5. I thought it has gone beyond placeholder graphics as the game is using them in the tactical combat. So is the starting research/inventory also just placeholder? I hope you will at least have decent armor and weapon in the base at start.
  6. It's 2018! Why are my soldiers still using 20 years old equipments. I know that the weapon are not named according the the image asset used but you should at least update the graphical asset for your equipments to current standard. The First Aid kit for one looks like surplus leftover from WW2. Also why are we still using an Aircraft with cannons as it's only armament. Yes, I know that's what R&D are for but I think we're starting out a little too barebone.
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