Jump to content

alcari

Members
  • Posts

    119
  • Joined

  • Last visited

Posts posted by alcari

  1. EDIT (and to actually adress the OP's point)

    I deeply hate the idea of adding a training mechanic beyond the basic one. These recruits are already the best the funding nations have to offer. The only way they're going to get any better in fighting aliens, is by actually fighting aliens.

    Troops are supposed to die a lot in this game. It will happen, and the best you can do is minimize the chances of losing your most valuable troops.

    My method for training up rookies is a... slightly less humane one. My rookies all get to be heavy weapons troopers (because of the powered armor, and the fact that lots of shooting is bound to hit something), and they all get to be the pointman. While Nooby McNooberson is scouting ahead and soaking up reaction fire, my crack team of elites is behind, in cover and ready to back him up when he inevitably misses his first shot.

    Repeat until dead, or until Private McNooberson gets a commission. When Colonel McNooberson finally hits the point where he's maxed his AP and has a very good hitpoint total, he gets rotated onto the bench. Here he gets to sit until his buddy, Veterany Oldman, gets his molecules scattered across the tundra by a plasma cannon, or when his expertise is needed for a downed capital saucer or a terror mission.

  2. I think we should chest-high walls everywhere, soldiers that wear grey/brown on grey/brown armor to blend in with the background and make them hard to see. Except where I want to customize them so they stand out a lot. Also they should only expose their guns around the corners so they can shoot without risking themselves. They should be able to see and hit across the map because real soldiers can do that too. Doing otherwise would be unrealistic.

    You should also lose the hidden movement screen, so that we don't have any clue what's happening on the other turn and have to piece it out from the start of our turn because that will be much more fun and so much faster.

    /snark

    /sarcasm

  3. Clear crashed UFOs and sell the loot. A lot of it gets autosold, so you're paid per mission. You also get standing with the member nations, which means you get more money at the end of the month.

    Selling crafted items is never a way to generate money. Some people are happy about this, some aren't. Right now, selling Alenium is your best bet in making money, as alloy supplies get rather low later on.

  4. We ought to get funding points for downing fighters. I can't tell if we do or not, but we ought to and downing fighters should reduce the chances that fighters will escort the next large alien ship that comes around. That would be somewhat of a reward for destroying them.

    I think we do get standing (and thus income) for them, same as shooting down any other UFO. It's just a lot less than winning a ground mission. Of course, it only takes a few seconds, so that seems fair.

    I don't have a problem taking down interceptor squads. Of course, I do have 2 light and 2 heavy fighters in each base, which makes it a lot simpler. Switch out for Marauders later and you don't need light fighters anymore.

  5. As we all know, alien power cores and reactors are nice finds, because they're worth a pretty solid chunk of money. But only the singularity core has an actual purpose (or 2, if we actually have to build those torpedoes as described in the xenopedia). Will we eventually need the other power sources to build lower tier aircraft, or will they forever be free money?

  6. Well, here's a little list, some spelling, some nitpicking and some sciency.

    - Alenium

    The description says that alenium forms the core of the alien power source recently recovered - the rest of the device ultimately proving inconsequential. Yet despite that, I can sell an alien power core for enough money to buy a Condor. That's a lot of money for something inconsequential.

    - Alien Plasma Rifle

    The description says it's better than the pistol because its sizeallows significantly more heat to be injected into each projectile as well as generating more spin, improving bolt cohesion and accuracy. Whereas the Alien Plasma Technology description says that This graviton particle is incredibly important (for) maintaining the shape of the projectile and preventing the bolt from dissipating into a useless cloud of hot gas. So, shouldn't the rifle have longer range because it has a better graviton generator? Accuracy would come from a longer barrel.

    - Alien Plasma Technology

    Gravitons do not work like that, but who cares, it's scifi :P

    - Pulse Lasers

    2nd line reads The purpose of this project was simply to produce a weapon that inflicts that maximum amount of damage possible in a short period of time.

    Should read:

    The purpose of this project was simply to produce a weapon that inflicts the maximum amount of damage possible in a short period of time

    - Stun Weapons

    Description lists the existence of stun rockets. If they're not coming eventually, maybe it shouldn't be in the xenopedia.

    - Alien Electronics

    The extraterrestrials also appear to use complex arrangements of organic compounds such as amino acids in their circuitry, apparently providing the systems with a limited degree of intelligence. Amino acids don't make things intelligent. You could go with Neurons (braincells) instead, which you could use to build an organic microchip. And calling a neuron a "complex arrangement of organic compounds" would be like calling a city "a complex arrangement of bricks and mortar".

    - Corsair Interceptor and Scimitar Support Tank

    The corsair description talks about the ER-3 Alenium Impulsion reactor, where the Scimitar talks about the the ER-4 Alenium Repulsion reactor (a downscaled version of the Corsair's ER-3). Sooo, is it an Impulsion or Repulsion reactor? They sound like pretty much the opposite thing.

    - Alien Plasma Cannon

    Two things: It is best thought of as the alien equivalent of a rocket-propelled grenade / bazooka. A bazooka is a type (and nickname for) a rocket-propelled grenade.

    Naturally, it is vastly superior to its ballistic counterparts. An RPG is, by definition, not a ballistic weapon. "Ballistic" implies that it has an unpowered flight, which an RPG doesn't have. You could call a mechanical, or conventional counterpart instead. Or just ignore the three people in the world who are going to notice this :P

    - Base Upgrade

    reads: The medical staff predict this could half the recovery time of soldiers from their wounds, while this phrasing is common, it'd be more correct (especially written) to say something likeThe medical staff predict this could reduce the recovery time of wounded soldiers by 50%

    I like the internet reference, but i'm pretty sure ARPANET was already around.

    - X120 Fury

    Reads: At this point the friction from air resistance heats the craft to 4,000 degrees, ordinarily be impossible to sustain

    Should read: At this point the friction from air resistance heats the craft to 4,000 degrees, ordinarily impossible to sustain

    - MAG Railgun

    A MAG is supposed to be a gauss gun/coil gun. That's an inherently different technology than a railgun, even though most scifi gets it wrong. You've got a great explanation for a gauss gun, but it makes no sense to refer to a gauss railgun. That's like a slingshot crossbow. Two completely different methods of doing the same thing.

    - Landing Ship

    it appears to be a projectile shield that will destroy the first incoming missile.

    I believe it actually destroys the first 2 missiles, so you should probably add an "s" to the end of that.

×
×
  • Create New...