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Komandos

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Everything posted by Komandos

  1. Ordinary scientists and an ordinary laboratory can be left in the game. In addition to them, add contracts with the scientific laboratories of the planet. Do it the same way we hire soldiers. Where, instead of individual characteristics of soldiers, there are individual characteristics of a specific scientific laboratory outside the military base. Similarly, it is possible to sign contracts with military enterprises around the world.
  2. I can suggest the following scientific research model: 1. There are science centers in the game. 2. You do NOT hire scientists to work in research centers, but heads of research laboratories. 3. Each head of scientific laboratories has his own laboratory with a certain number of scientists and equipped with equipment of a certain level and quality. All laboratories differ in cost, number of personnel and quality of equipment. 4. You entrust the research of scientific projects to these scientific laboratories. You can assign as many scientific laboratories to each project as you want. 5. These scientific laboratories are scattered all over the globe. The number of laboratories with which you can sign a contract depends on the number of places in your research center. 6. If the region is lost or aliens attack the city, these labs may be lost. (If they are located there). 7. Unlike individual scientists, each scientific laboratory can have many properties: the number of staff, the cost of work, the speed of work (quality of equipment) additional bonuses when investigating a particular type of artifacts (transport, aliens, tools, technologies)
  3. Heavy combat missions should alternate with light ones so as not to tire the player.
  4. To make a tactical battle more dynamic and full of different events during one turn (turn), it is not necessary to add a time timer that makes you wait less for favorable conditions and act more. It is enough to increase the radius of the "event overview" (vision) so that more game events fall into the player's field of view. If (for example) if you make the visibility zone (radius) equal to one tile, then this will greatly slow down the dynamics of the game. If you make a zone (radius) of visibility for the entire map, then this will make the search for the enemy as fast as possible. The radius of visibility (review) that is now in the game is small.
  5. Is the gameplay too time-consuming and such that it quickly tires the player?
  6. Pilots (with increasing experience) can master various maneuvers for a fighter. For example: a missile evasion maneuver. Maneuver for faster turns and course changes. Maneuver for a more accurate hit. Other. Just like in the game: Mortal Kombat, every soldier has hand-to-hand combat techniques - every pilot must learn and accumulate "air combat techniques"
  7. If the aliens' body has such good armor, then why can't the aliens' body be used to produce armor and shield? Deje, if a soldier just puts the alien's body in a soldier's backpack or carries it in his hands, then this should also give protection?
  8. Will there only be: different orbital bombardment start times for different difficulty levels?
  9. Logically, a shield is nothing but armor (a sheet of armor), but only worn not on the body, but in the hands.
  10. The player wins all tactical battles by default. (Bombing of crash sites). Therefore, an increase in the number of the team will not upset the balance of the game. Especially if you increase the number of UFO crew. The question is not how to make a tactical battle difficult for the player. The question is how to make a tactical battle interesting for the player. Tactical battles: should not tire the player with complexity, should have a sufficient variety of tactical tasks, landscape (so as not to tire with monotony), should have a sufficiently large number of opponents and soldiers of the player to have a wide variety of situations that may arise on the battlefield. + Soldiers must have a large number of tactical skills and tactical properties.
  11. 1. Suppression is necessary. 2. Friendly fire should have a lower probability of "suppression" (soldiers trust their commander). 3. The probability of suppression depends on the courage and experience of the soldier. On a brave soldier who has participated in many battles, the suppression effect should not work. 4. Suppression should also work as an evasion effect. Namely: a soldier in a "depressed" state has a lower (significantly lower) chance of getting a bullet. 5. The best way to realize the "suppression" effect is as follows: the soldier lies down on the ground. To get up again, he needs extra AP action points. (Add animation of soldiers lying on the ground) 6. When the first bullet from a machine-gun burst flies nearby (very close), the soldier can activate the "suppression" mode, as a result of which all subsequent bullets from the queue (and all enemy bullets on this turn) (turn) have a significantly lower chance of hitting the soldier than if the soldier was in a normal state.
  12. Reducing the capacity of the launch shuttle from 10 soldiers to 8 also reduces the variety of tactical situations. With a small number of tactical groups, the player is deprived of the opportunity to act in several squads in several directions.
  13. These are not grants, they have great power. This firearm has a short firing range.
  14. For each scientific project, there should be an optimal number of scientists (show the player), at which the progress of research per unit will be maximum. With an increase or decrease in this number, the effectiveness of each scientist decreases on an increasing principle. For example, if the optimal number of scientists is 10, then 10 scientists will work with an efficiency of 100% each. If there are 9 or 11 scientists, then each scientist will work with 95% efficiency. If there are 8 or 12 scientists, then each scientist will work with an efficiency of 90%. If there are 1 or 19 scientists will work with an efficiency of 50% (the lowest minimum).
  15. I agree The probability of suppression should depend on the bravery of the soldier. With a soldier's high bravery, suppression should not work.
  16. The firepower of 2-3 units is not enough to guarantee the destruction of 1 alien who jumped out of the fog of war at the distance of a melee attack. 2-3 units cannot move at the same time and save enough AP for attacks. In this game, tactics are at the level of a group of soldiers (10-12 soldiers) against a group of soldiers (10-12 soldiers), and not at the level of a platoon against a platoon. What limits the variety of tactical situations. And so yes: several tactical groups (5-8) of 4-6 soldiers each (which act as one) - would diversify the tactics of combat.
  17. Group tactics (such as you want) with the number of troops, one group against another group (10-12) is not possible. Group tactics require the number of platoon-sized units that are divided into separate tactical squads with different tactical tasks.
  18. Is it possible to make the control panel for all soldiers (at the very top of the screen) automatically sort soldiers by AP stock: those who have a lot of AP left are the ones in front. Those who have used up the AP stock are the ones at the very end of the line???
  19. If you increase the radius of vision of the soldiers, it will become easier to find the lost aliens.
  20. The reward for tactical missions is so small that after the extraction of the desired artifact, the strategic sense in conducting tactical missions disappears. P.S. I saw a video on YouTube.
  21. As soon as the Earth's air defense forces shoot down an alien shuttle, an alien evacuation group rushes to the crash site. An alien evacuation group takes the crew and all artifacts (except UFOs). Now the player must hurry to the UFO crash site, even if the mission takes place at night.
  22. Make the task sign on the strategic map change its color over time. Green color - the mission (task) is relevant. Yellow - the aliens have carried out part of their plans. Red color - you are late. (The aliens have done what they planned and are evacuating soon). Depending on the color of the tactical task icon, other bonuses and other trophies are awarded for completing a tactical task.
  23. Making X-COM a secret organization made sense only in the first X-COM where the invasion itself (preparation for the invasion) was secret. When an orbital laser destroys entire cities, it makes no sense to hide from the population that there are forces on planet Earth that are trying to stop this mess.
  24. Players need a good tactical and strategic simulator. Where many different tactics can be used on the battlefield. And on a geoscape, you can use many different strategies. There are no new tactical functions (crawling, the ability to interact with individual tactical groups on the battlefield, etc.) in the game. There are no alternative strategies for winning (except to develop as quickly as possible) in the game either. Do not forget that the first X-COM was more of a sandbox than a strategy.
  25. Figured it out. The accrual of panic points after the death of a civilian was really very high. Corrected by me in "moraleconfig_gc.xml (Much more than in the original game.)
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