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TrashMan

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TrashMan last won the day on December 16 2019

TrashMan had the most liked content!

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About TrashMan

  • Rank
    Commander

Converted

  • Location
    Croatia
  • Interests
    Modding, anime and stuff
  • Occupation
    DBA
  1. TrashMan

    Maxim 56, please

    It's not supposed to be fair. You're not inviting people to a honor duel, you're fighting for survival of your species, being "sporty" is for losers. And as I said, there are ways to balance it. By making it only available sometimes (artillery has to be brought into position, you need friendly assets nearby), depending on conditions, with costs involved. Again, if aliens bunker up in the UFO, how can you use artillery? You'd destroy all the equipment. And unnecessary destruction of civilian buildings would not be looked upon favorably (use of artillery could have a negative impact on mission performacne and country disposition)
  2. TrashMan

    Maxim 56, please

    Again, game X implementation not being good is not a good argument against a mechanic.
  3. TrashMan

    Your Xenonauts 2 wishlist?

    I disagree. Especaily on the soulful part. With actual cover and collision detection, you have full control over how covered you are. Standing, crouching, going prone or hunkering down (no return fire possible) and you position relative to the cover all dictates how covered you are and gives you great degree of flexiblity. It's not as clear cut, it doesn't give you hard numbers, so you need to think and use your head to judge. A static 50% chance to hit reduction is the epitome of soulless and brainless.
  4. TrashMan

    In the Defence of Armour

    If I had to choose, I'd rather have no armor than a poor armor system. It just ruins things if it's too simple. A good, balanced system of armor and injury can give rise to very varried situations that enhance gameplay.
  5. TrashMan

    Maxim 56, please

    Game X implementation not being good is not a good argument against a mechanic. There should be a cost associated with it, limited uses and reasons why you would not want to use it (risky, need alien craft in tact, etc..). Also, alien AI would need to take it into account. You bring in mortars? They scramble inside houses, hide in bushes or fall back into the alien craft.
  6. TrashMan

    In the Defence of Armour

    I very much agree with OP. Armor is so often done poorly. The one thing I'd like that should be brought in from original X-Com is armor coverage - with armor covering different body parts and each part having it's own integrity. Naturally, armor wouldn't be equally as thick everywhere (front torso is usually thickest, arms and legs usually thinnest), nor would every armor cover as much, so there's always risks involved. Front torso, back torso, left/right arm, left/right leg, head My ideal armor system would also work in the following fashion: - each armor body part has a %coverage and protection value. Depending on what weapon hits, %coverage can degrade, maybe every protection value, depending on weapon (some scy-fi weapons or compounds could weaken the armor). If a body part is hit, roll coverage to see if armor protects. If success, then apply full armor protection calcs. If fail, either full damage is done or perhaps with some minor reduction (your undersuit should provide SOME protection) - armor has a maximum damage value that it can absorb harmlessly (your high-tech power armor will shrug off pistol bullets completely, as long as no weak spot is hit). Heavy armor can render you virtually invulnerable to weak weapons, but there's always a risk of lucky shots (and shots in the back). - hits above a certain damage treshold will penetrate, but will be reduced (percentage reduction). - Weapons can have have an armor penetration multiplier that doesn't multiply final damage, only damage for armor penetration calcs. For example, a railgun would do 25 damage with a 3x armor penetration modifier, thus armor will treat it like it does 75 damage, but will still do 25 damage to the soldier, simulating overpenetration with a tiny, ultra-fast round. Thus you can simulate different kinds of weapons. The coverage degradation modifier could also be part of a weapon, which specifies how good the weapon is at stripping away armor. In the above example, a railgun round would make a very tiny wound/hole, resulting in little armor coverage degradation, while something like a plasma gun or explosive could melt/shred entire pieces off.
  7. You're saying this as if an improved Xenonauts is a bad thing and it has to be something completely different.
  8. TrashMan

    Your Xenonauts 2 wishlist?

    I personally don't like having super-accurate data. I'd rather have rough visual cues (bleeding, enemy damage model/decals or posture/animation change) or as Jagged Alliance 2 did it, general description (Healthy, Injured, Near Death, etc..)
  9. TrashMan

    Your Xenonauts 2 wishlist?

    As good as JA2 was (and it was one of the best games ever made, period) , getting back to pixels is a lot of work and a lot of detail is lost. If you have a 3d engine, you can make full use of it to make things easier.
  10. Why not add a "dig" function, as in prepare the area for building. It would cost a little, but you can designate as many "blocks/squares" as you want and they would be prepared fast. Once prepared you can build whatever you want. Basically, you can clear the area for all 3 hangars as you finish the lift, for a small time and cash fee. The only question is - should the adjecent squares be auto-cleared/prepared when you build an access lift?
  11. TrashMan

    Your Xenonauts 2 wishlist?

    XCOM (NUCOM) has terrible shooting implementation. The bullets are not tracked, they do not exist as physical objects. The entire burst is treated as one "hit" (either all bullets hit or all miss) and accuracy calculations are all over the place. Cover is a simple flat reduction that is as soulless as it is nonsensical. This often ends up a problem with these seemingly simple systems - they end up being not so simple requireing tons of patches and updates for special cases, and even then behave wonky. Remember Xenonuts1, all the issue with cover, corner shooting and elevation shooting? How many times it needed updating?
  12. TrashMan

    Modular Armour System

    You've given me another idea - integrated stimulant/med dispenser. A weak, limited auto-heal module? Or combat stims that boosts starts temporarily when wounded?
  13. TrashMan

    Modular Armour System

    When I make suggestions I do try to think of implementation difficulties (simple implementations) and resource costs too, so I would say I do think of the consequences. I am sorry if I come across negatively, it's just my enthusiasm for this game gets the better of me sometimes. And I've seen a lot of good project ruined by going after the mythical wider audience, so there's always that alarm in the back of my head. I have great faith in you and your team, please do not doubt that.
  14. TrashMan

    Modular Armour System

    Addition - one thing that should be part of the armor is the BACK SLOT. Why? Because if you have a jetpack, then you can't have a backpack. Ergo, a unit equipped with a jetpack would have the backpack grayed out and unusable, limited to a belt/chest harness. Soldiers with power armor should also have to specialize - such armor would have big power and cooling requirements, which ideally is placed on the back and doesn't leave much room for a regular backpack. So something line an mmmo pack (think Predator and Jesse Ventura with the minigun and the ammo on the back), stablilizer, extra power module? EDIT: Looking at the current UI, you do seem to have more than enough free space that a separate drop-down menus might not even be necessary. Since equipment and attachments are already visually represented, perhaps clutter could be reduced by having auto-hide (the selection of armor upgrades dissapear unless you hover over them)? But even that might not be necessary, though I can't say for sure due to different resolutions affecting the UI. I'm not in the position to test it anyway, and you do know your stuff, so I trust your judgment on this.
  15. TrashMan

    Modular Armour System

    A drop-down is complicated? It's quite literally the standard windows menu even old grannies know how to use. I'm beginning to question who does the UI testing there.... It doesn't even take more clicks, you simply hold and release. From a usability standpoint, the amount of things you can show on screen at one time is limited if you don't want to overwhelm the player and make this too cluttered. Obviously, you can have an icon/button for each item, but if modders add more items, what then? The limited UI space works against that. An alternate solution would be a separate window that list all possible attacchments/modification for all equipment, but I'm not too fond of that. Opening and closing a separate window is something to avoid. A THIRD solution is to tie it to actual equipment. Click on the armor on the solider and you get a dropdown menu with all possible armor attachments (including none, to remove). Click on the helmet would get you all helmet attachments. Since the attachment would be visible on the model, there is no need for an attachment icon in the lower corner of paperdol (though you could have that too). Removing armor? Hovering over it would make a big red X appear on the upper right corner for taking it off. Hm..perhaps I could wip up a mockup
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