Jump to content

Bernie22405

Members
  • Posts

    49
  • Joined

  • Last visited

  • Days Won

    1

Bernie22405 last won the day on July 5 2024

Bernie22405 had the most liked content!

Reputation

9 Neutral

Converted

  • Biography
    I've been running online systems, both as a hobby and professionally, since 1979. Yeah, not my first rodeo here. Got my comp. sci. B.S. in the 80s, E.E. degree mid 80s, general RT&T license in the late 80s, ham license in the 2010s. I'm a Vietnam Vet (USN Gunner's Mate), and I put the BOOM in boomer.
  • Location
    Virginia, USA
  • Interests
    Off-roading, amateur radio, computers, electronics, firearms
  • Occupation
    Retired

Recent Profile Visitors

336 profile views
  1. Exactly the level of maturity I expected of you, Skitso.
  2. You're putting a spin on this that is not at all what I said, Chris. But that's okay, your game, your forums, your rules and I didn't expect it would be otherwise. My complaint was never anything but that you reduced the effectiveness by too huge an amount all at once. 80%, Chris, you reduced it by 80% and my complaint was that this was too much, that maybe 40% would be better and that fine-tuning could happen from there. That would give players an easier choice between having to carry both or having to give up the effects of one in favor of the other. Since the player is already very limited in what space they have and how much weight they can carry (a system that really needs some going over if you want something else to fiddle around with since it's pointless to hire any soldier with under 50-55 strength) carrying both is generally out of the question. IMHO, this 80% reduction borked the whole healing system and it's pointless to continue playing. Anyway, I only stopped in to see how distorted my comments would be portrayed here. Not too badly to be honest, but not great either. Have a great one and, no, I have no intention of ever playing the game again, nor any others from this company that you've had a hand in. I think you're too quick to see something that you think is having a negative effect on gameplay and then go in not with a scalpel to make the fine adjustments needed, but with a machete in a jungle clearing operation. You're probably a fine person though, someone I'd share a coffee and an afternoon with discussing software projects we've each worked on and part company with a handshake.
  3. "Reducing a gun's damage by 80% wouldn't be like it doesn't still have a role." Does that sound right to you? It doesn't to me, not any more than reducing the automed by 80% does. Look, I'm willing to concede that I may be misremembering how it used to be, confusing the advanced medkit with the automed (I'm gonna have to dig out the old games and fire up one of my workstations that's old enough to replay them), but I'm not arguing that the automed should be fully restored to what it was either. I just think an 80% reduction is too much. That's not tweaking the game, that's taking a chainsaw to the item. Reduce it by 40% instead, see how it goes and what it does to the balance. Right now, I've stopped playing because I don't want to have to carry both the automed and the medkit. In effect, this change is a "deal breaker" for me. That may not mean anything to you, I'm one player, one customer out of potentially thousands, but will I be the only one? Anyway, best of luck to you with the game, I'm out and it's getting uninstalled because it's not something I enjoy anymore.
  4. This is how it has always worked in the game, at least in how I play. Reducing the automed by 80% makes about as much sense as taking any of the top weapons and reducing them by 80%
  5. My sincere apologies! Which part of "No, what I'm saying is..." did you not understand to be a response to you? I'll try to rephrase it for you.
  6. No, what I'm saying is that taking a piece of kit that, in the original, was an upgrade and replacement for a different piece of kit, and reducing it by 80% so that now instead of replacing the other piece of kit you have to carry both, is not an improvement for the game. What's next, make the pack only hold two items so you have to choose which items are more important for that mission? "Let's see, does this guy need one grenade and a medkit, or forget the medkit and take a smoke grenade? Maybe a medkit and an extra mag?" Reduce it by a third or by half, but 80% reduction is just too much. If it were that much overpowered from the beginning there'd be a long history of players complaining about it. There aren't any.
  7. The only problem with the idea, or at least the main problem is that it's too much weight to carry both for most troops. That's problematic because you want that immediate bleed stop, but if they have heavy damage a unit with a medkit might be too far away, so the troop ends up having to carry both. This causes major issues with weight limitations and space limitations. You find yourself sending troops out without grenades, with less effective armor, etc. So far as I remember, it was never this way in the original game, nor was it intended to be. There the automed was seen as an upgrade to the medkit that would replace the medkit, and that's how I've used it up to this point. In my current game I haven't reached the point of having the automed yet but, when I do, I'm going to have to think long and hard about its usefulness. To deal with bleeding every troop would have to have one. That may not be possible.
  8. I thought it was my job as mission commander to decide what equipment my troops need for a mission? Where does "supposed to" come in on that? If automed is only going to heal 20% of what it used to heal, for an unspecified number of turns, then I want a medkit for the heavy healing and automed becomes a bandaid dispenser to take care of bleeders that need all their movement points that turn to not become toast. They might still have heavy damage to heal on the next turn but at least they won't bleed out after getting out of Dodge.
  9. How far will the automed heal now? A single turn? Two? Three? Frankly, I do not see any reason to devote carrying capacity to it if I still have to equip my troops with medkits. Carrying both just takes up too much capacity that could be better used with other equipment.
  10. An 80 degree arc is crazy wide IMHO. I've trained people to use actual grenade launchers in the real world and a miss 40 degrees either side of an intended target would get someone retrained or disqualified from being issued that weapon. Half that would be a lot more reasonable. This is presuming that troops are "trained" on their weapons, which I realize the game does not portray. What if some minimum accuracy requirements were instituted for certain weapons? Say 60% for HEVY or MG? 75% for sniper? If the troop doesn't meet the threshold make the weapon greyed out and unselectable for them.
  11. I could see ammo and grenades being replenished from stocks on the aircraft, but not armor.
  12. Personally, I'd like to see greater variety in the terrain locations/tiles. Some different types of industrial areas that aren't seaports or deserts, different farmland (including some crops that can hide enemies, such as corn), and some seasonal variation affecting sightlines (trees with/without leaves, etc.) and seasonal variation in the day/night terminator on the strategic map. That last bit has always bugged me in that it's always winter in the northern hemisphere and summer in the southern.
  13. That sounds more like a difficulty setting difference between your experiences and Skitso's. Perhaps the game difficulty levels need to be adjusted or more levels added.
  14. Ah, okay, that makes sense. I didn't think of it that way, just that the text seemed to say each of the supplies would be worth $100,000. Maybe a rewrite of that is in order to clarify?
  15. Starting a new game and I just got one of the Cleaner supply missions. The text of the mission says the trucks will be worth $100,000 each but the actual value when sold is $50,000
×
×
  • Create New...