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MrAlex

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Posts posted by MrAlex

  1. 22 minutes ago, Alienkiller said:

    Kevlar Armor reduces about 25 if I remember correctly. The Damage the Soldier get is still 20, the Armor-Points get away with this first hit.

    Exactly. Don't you read what I'm saying? At the moment, the armor gives extra hit points instead of armor (which gives constant protection). One shot and armor no longer provides protection, although it is only one hole in the armor. 

  2. Armor is armor. It doesn't matter if you shoot it with a pistol, a rifle, or a plasma rifle. From something it protects better, from something worse (depending on the penetration), but still protects. The current implementation is good for magnetic shields or something like that, which weaken when blocking damage and are less effective with each shot. But the armor works as I described above.

    We can combine shields with armor. We can even do research to reload shields in battle. That would be very interesting.

  3. 23 hours ago, Alienkiller said:

    Combat Shields and the Infantry-Armor, which is very cool

    Combat Shield blocks damage from only one direction. Therefore, the current implementation of such a shield is fine.

    One shot makes one hole in the armor, if it penetrated. The next shot must re-pierce the armor, if it did not hit the same hole. For example: If one hole was made in the soldier's back, the armor still has to protect the chest. That is why the current armor is not normal.


    The probability of getting into the same hole is very small, so it can be ignored. It will be more correct if the protection of armor will reduce the value of weapon damage each time.

    • Like 1
  4. @Chris

    Is it possible to completely hide all events that are beyond the sight of soldiers? Since it was in the old UFO.

    Now the image of the hidden move is constantly disappearing although the events take place outside the view of the soldiers. And even when it exists, the camera still moves there as events take place. Informing the player about the positions of aliens.

    For start, try placing a picture of hidden movements in full screen.

  5. 18 hours ago, silencer said:

    The Cruiser on the other hand is not downable at this point.

    The cruiser easily falls from three angels with alenium heavy missiles (6 torpedoes) without loss of HP if you use evasion in time .

    The only ship that can not be destroyed without loss - a battleship (7000 HP). To destroy it requires 12 alenium heavy missiles (torpedoes). Only fury has enough speed to escape from it. But the study of fury comes after the first battleships. Therefore, at least one angel must be sacrificed to defeat the first battleship.

    After the appearance of fury, you can distract him from the angels and successfully escape without loss by launching 6 allen torpedoes. And then finish with the second attempt. Therefore, the battle against the battleship without the presence of fusion heavy missiles is very interesting.

    In the future, the battleship falls by three angels with fusion torpedoes without loss of HP (like the cruiser before).

  6. 12 minutes ago, Bobby Gontarski said:

    All you freaks of "Live, Die, Repeat" save-after-every-turn-and-reload: Tell me: How often do you save your game during manual Air Combat?
    So what makes you think it's necessary for ground combat?

    This is a bad comparison. The air battle takes place for 1-2 minutes maximum. While ground combat can last for half an hour (given the ability to save/loads). Without them, it will take even longer, especially for those who do not want to lose soldiers in battle. And someone will not be able to hang it at all without savings. Therefore, the decision of the developers is quite correct. The player decides whether to save the game or not.

    As for auto saves, this thing is probably more for testing. Because the game can hang or crash and the player will lose a lot of time to return to this point.

  7. On 5/20/2020 at 6:48 PM, Chris said:

    Armour HP & Penetration:

    There is an idea to improve this system. Now soldier armor gives extra hit points (this is good for shields, but not for armor). For example, if an alien shot a soldier in the back and made a hole in the armor there, it should not affect the armor in front. In addition, the probability of getting into the same hole is very small, which is why such an implementation is not like the real thing. That's why in most strategies, armor doesn't give extra hit points but reduces damage by a certain amount. For example: if weapon damage = 50, armor protection = 30, then when piercing armor a soldier receives 20 damage from each shot. This system is more like the real one. 

    Such a system should be implemented for soldiers, vehicles and aircraft.
    You can add shield modules that will give extra hit points, but the armor should provide permanent protection, not extra hit points.

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