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gG-Unknown

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Posts posted by gG-Unknown

  1. 3 hours ago, Azzy said:

    people you're meant to protect, so adding this interaction would go a long way to give them a bit more life.

    I were suggesting the same thing few months ago.

    There is a game mechanic, soldier interacts with a PC to retrieve a data stick.

    Use the same game mechanic to open a simple dialog with civilian. Dialog offers:

    1. stop movement

    2. go to chopper

    3. fallow me

    4. do as you like ( reset to default behaviour )

     

    This way, player gets a feeling he can interact with enviroment to a point where result of the mission "number of saved civilians" is not pure random coin toss, but rather result of his own effort.

    • Like 1
  2. 8 hours ago, Ruggerman said:

    Yes you should be able to sell unwanted alien artifacts, but who would buy alien corpses, Sweeney Todd the Barber, or is their some other bio-chemical use for them...??

    Everyone wants a stuffed alien in their hunting  cabin, isnt it  ?

    On top, it  is nice trick, you can try catch aliens alive, then  sell them for more money than cadavers. So, wealthy earthlinks could buy  a luxurious yacht and the alien in a cage. Fabulous  lifestyle!

    Perhaps, we can sell aliens as dog food ?

    It would be nice create such a system, where aliens eat humans ( which lizards do, a bit) also humans consume aliens. Result is, we are   all the same.

  3. 8 hours ago, Chris said:

    Secton eyes now glow when Psionic Triangulation is active.

    I like that.

     

    Consider make Sebilian heal when bite. Then suppress Sebilians AI "shoot civilians on spot", rather use unarmed civilians as healing device. They could also eat fallen humans to get full HP immediately and boost TU for 2 rouns while glowing their eyes.

     

    Consider alternate Servitor drone, the Defender. different texture shade is enough for graphic,Instead of healing friendly,  servitor shoots down opponent throwabless (grenades, smoke nades,flash-bangs, ...) with 100% chance as special type reaction fire. Special reaction fire always happens Whenever grenade is incoming and servitor has TU he shoot it down. He has also  chance 80% shot down Hvy projectile or MARS rocket.

     

     

  4. 2 hours ago, Ruggerman said:

    the whole purpose of the rank structure is that their is only one leader in a section at any one time

    This idea would solve the ridiculous  situation  when most of your  soldiers  are generals.

    It looks  like an   army of  banana republic. 10 generals, 3 colonels and one soldier.

    Re-thinking a  system of promoting  into a classic pyramid  (one officer has at least  three subordinants )would solve  a lot of issues.

    • Like 2
  5. 18 hours ago, Chris said:

     the calculation should be that the grenade scatters a certain distance in a random direction and then tries to travel down the new path, checking whether it hits any objects along the way.

     

    1.  it  seems to me, that  grenades tend to fly thru the  roof  and back. For example in the large room the ballistic curve goes thru the building. e.i. range inside rooms should  be capped. 

    2. throwing a grenade for  short distance should be done  by lower angle of attack. (see artillery meaning), it should  use different animation - like curling or bowling move. This way of attack is also more accurate. (bonus  to accuracy) You can try it by  yourself. Use a tennis-ball in your office. When  you send a  grenade like a bowling ball into  a room, it is easy to do, easy to hit and very precise. 

    3. you should add an alien with tentacles who kick  grenades   back. Or an  guick  shooting alien robot (yes, the  flaying one  on the  screenshot above ) who can shot down grenades as a  form of reaction  fire.

     

    Details matters :-)

  6. 18 hours ago, Chris said:

     while it's possible we'll lean more into the roleplaying aspect of the soldiers in future expansions, remember that classic X-Com games work on a much larger scale than moden XCOM games, and when the player is bringing squads of 12 or 16 soldiers into battle (rather than squads capping out at 6) and frequently taking heavy casualties it can rapidly get tiresome to have to manage traits and stress etc for each individual soldier as well as their stats. I know this because we actually had a basic Stress system in the game, but I disabled it for that reason.

    I am glad you are aware of "improvements" which are downgrade for  majority.

    Although a simple stress  system similar to first Darkest Dungeon include psychosis diseases might  be fun for  DLC.

  7. 17 hours ago, Emily_F said:

    Some of the OP's points are good, especially the one about pilots. But many of this have been alpha/beta testing for years now and still play it.

    Pilots  are missing, right.

    1. Pilot should sit in his cabin and control MARS robot platform or machine gun of the chopper. This way he could do one or the other. Every landing  copper has some machingun, so it can  cover landing troops. I thing  this  moment  is somewhat  missing yet.  Also it explains, why you cant  use a more MARS platform on a mission than one. Simply becouse  you need  a skill of pilot  to controll it.

    2. Make sure  pilot has  no optical glasses ! I have seen a pilot   with glasses even for fighter jets,  that is nonsense.  Also make sure, that  pilots in fighter jets are young. It  is  proven that reaction time goes down with age.  Fighter  pilots has short   career same as ballerinas.

    • Like 1
  8. 17 hours ago, Chris said:

     we've implemented new AI for the aliens on these missions where they'll be searching through your base for targets

    Is it  possible to  play "Collect data sticks" mission other way around ?

    I mean, is it possible  to teach AI move in groups and  try to get to various computers around base, collect as much sticks as possible then run away ?

    Or, opponents might just place a dynamite certain base building. e.i. something like Counter Strike mechanic. Aliens-cleaners want  to  raid in, place dynamite and defend  it, for 3 turns until it  explodes. It obviously destroy one base building.

    Also, base defence should use "reinforcement" mechanic. Player starts with small squad, like 4 soldiers then  reinforcemennt of 2 more soldiers  get into  map every 4th round or so. Lets make several starting points around base, so player could  choose  where reinforcement  appears. That  way, player could   block opponent, while reinforcement  works like  encirclement.

     

    Base defence mission are long and boring. Also graphic need some fluf.  Still the same gray walls and floors  are not  exciting.

    Could  you add some posters  on walls like :

    https://store.airforcemuseum.com/i-want-you-patriotic-uncle-sam-recruiting-poster-950-004225.html

    Or put  a colored lines  on  flors like  certain hospitals use. A  blue line lead to hangar. Red line leads to aarmoury, green line leads to dormitory and so on ... .

    Also Friendly AI should be on map. So aliens could  shot  enginers or scintists. Also,  aliens could  free captured  aliens!

    Simply add more opptional targets for aliens to reach, so player have  a hard day  to defend them all.

  9. These ambush missions are still the same.

     

    I have an idea how to prevent a "shooting fish in a barrell" feeling.

    Make it so, the opponent has the first turn, but with 50% TU. It means, player would rather position their soldiers hidden, or at least into cover at the beginning.

     

    What you think ?

  10. On 2/29/2024 at 2:07 PM, Skitso said:

    Great, finally! Plesse, could you add it to the armory UI too?

    Bad, finally !

    Keep battle UI as clean as possible, put flags ONLY at armoury. Replacing text with coloured icon in armoury, (which is full  of numbers) makes sense. It help to make screen more visually attractive. add name of state as tooltip on mouse over flag icon. (surprisingly low amount of people could recognize vietnam flag from china, or poland from russia)

    On the other side:

    Overflow battle UI with useless graphics fluff - ( or junk information) is step into wrong path.

    Check my recommendation for Miss-Hit text feedback.

    • Like 1
  11. 16 hours ago, Chris said:

    Part of this is a balance issue; I think I'll reduce the Actuator to give +20 Strength but only have 5 weight. But exceeding 100 Strength still won't be possible as there's a lot of things in the game that assume a soldier caps out at 100 Strength.

    5 weight sounds ridiculous while Knife has 10

    Set it zero, and add supportive text:

    Perhaps you could add to the actuator description = > weight of the device is 50, however once the soldier takes it on, it is self supporting, so it feels like it weights 0 (zero)

    Then actuator adds 20 strength and 20 carry capacity. Pretty straight forward

     

    BTW Knife need to be way lighter than pistol. e.i. weight of knife should be 3-4

  12. 11 hours ago, Skitso said:

    Yeah, that's what I tried to convey with stacking. :)

    Words tent to be misleading.

    Screenshot-2017-02-16-00.02.50-1.png

    Lines with crests for Diplomacy and Claims has wide spacing. Crests are fully visible.

    The top line "Titles" crests are overlapping to fit given space.

    Lets hope Criss find programming time for these small but nice features.

    Details matters :-]

  13. 21 hours ago, Skitso said:

    ..and if the space is really tight, you can always stack those icons on top of each other so even larger kill counts wouldn't break it. Go for it! :)

    Rather compress them like crests at Crussader Kings, when you get too much land, or personal achievement, then they start sort of shift. Overlap each other, bit by bit, when needed,, to fit given space

  14. On 2/17/2024 at 11:11 PM, Chris said:

    I am planning to revise the close-range bonuses upwards , yes. But I don't think we're ever going to be in a situation where proximity matters more than accuracy

    When you fine tune system for close firearm usage, it is wise to consider melee impact.

    It is known issue, when criminal with a knife get certain range to a police officer with a gun, then gun becomes obsolete. There are some movies showing "gun dance" but that is pure fantasy.

    I would recommend consider these:

    1. Soldier who is hit (any form) get visible accuracy penalty in current (reaction fire) and next round. Pain issue. Of course some aliens or robots do not suffer  pain. ( assume acc 10% penalty)

    2. Soldier who is attacked  (but no hit) in melee get  same penalty as one who is hit by a range weapon.( assume acc 10% penalty)

    3. Soldier who is hit in melee get massive accuracy penalty in current (reaction fire) and next round. ( assume 30%)

    4. Soldier who kneel gets bonus to acc only for weapons typically use bi pod (mg, sniper) CURRENT MANDATORY KNEEL and BONUS ACC FOR EVERYONE IS VERY BAD.

    5. Melle attack at kneeling Soldier gets bonus to acc AND dmg ( assume 30% acc to hit, +10% to dmg). This point is important! It brings dilemma kneel or not kneel! Kneeling always in front of door would not be so great idea when reaper could open it.

    6. If attacker in melee achieves two hits in one round  on one opponent OR takes at least 30% HP by one hit  then it will force opponent kneel. even if opponent has no TU it will kneel. e.i. apply disadvantage.

    ------------------------------------------------

    Whole tuning should revolve around the idea - close range shooting is accurate yes, but when you get face to face, then it is better to use melee.

  15. On 2/4/2024 at 11:14 AM, Skitso said:

     Would also like an option to remove even the MISS! feedback for those who wish to have perfectly clean hud.

    Well, I have checked some other games, it looks  like you hit the spot.

    It is common practice  show Hits. No game use highlight Miss.

    For sake of Clean Hud and posstive feedback communication style - there should only be shown :

    numbers of damaged HP in red : 23, 34

    confirmation hit on higher difficulty levels  replaces numbers by word Hit in red : Hit !, Hit !

    numbers in orange, for low  HP damage in range 0 - 3 : 0, 2

    confirmation hit on higher difficulty  levels replaces numbers by word Graze in orange : Graze, Graze

    When attack miss, there is  no text information. It fits into, >>  well you have missed, it sad, so we will not talk about it.

  16. 1. A map with lots of people and lots of reapers.

     

    I though about a terror miission type. Reapers attack train station. Lots of people arriving by each train, continuously adding people to the map, to the different part of map,  trains come at different train platforms.

    Player task is kill reapers (who multiplay), while preserve as much civilians as possible.

    Problem is, civilian turn could be long, which lead into boring gameplay. I dont know how to solve this issue.

    Anyway, the Idea is tempting.

    • Like 2
  17. They changed the mission design, becouse Z-gen customers would feels  uncomfortably under stress of failure caused by limited time.

    SO it is not a bug.  it is intended.

    ///////////////////////////////////

    A suggestion :

    I dont like the new style eighter. Turning the mission into regular, "kill  them all, as slow as you want" is lame.

    Perhaps it can be a  time limited mission with TWO optional tasks ? e.i. no main task,  no stress  (snowflake friendly design)

    1. optional task: free civilians as much as you can in 5 turns

    2. optional task: kill as much as you can in 8 turns

    Trick is, tubes are beamed up (teleported animated) after first timer count up.

    Aliens are beamed up (teleported animated)   after second timer count up.

     

    So at least, this mission would keep flavour, when alien is beamed up on the very last moment when he is under your barrel.

    Perhaps, in the first phase AI could manage "defend_mode" - defend tubes. Then second mission phase come alien AI switch  to  "avoid_mode", when aliens intetionally hide while wait  for teleporter. Use smoke, run away.

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