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Everything posted by TrashMan
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How is what I described a random status effect? It's not random (depends on what is hit and how hard) and it doesn't last a turn. A crippled arm doesn't heal itself in a turn or two. That is a terrible way. Not only is it less coherent and sensible to have random, pointless limits like that, but it also screams ARTIFICAL. OR are you telling me you wouldn't have to explain that to the users, but something as natural as bleeding or broken arm is too complex to understand?
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Yes there is. There are plenty of other games that had such system, it's simple in how it works. You either use 3D collision detection to determine which body part is hit (my preference), or a simple probability modifier depending on body part (I.E. - first roll to hit, then if it's a hit roll to determine which body part is hit). So, for example you'd have a 50% chance to hit torso, 10% head, 10% left/right arm and 10% left/right leg. If you want to go the extra mile you can add the abillitiy to target specific body parts, which would increase the odds of hitting. Fallout had that a million years ago and it's an ancient game. It also had specific body part damage consequences too. Damage to limbs and body parts can range from bleeding, AP loss, daze/confusion, accuracy loss, blindness, immobilization, inabiltiy to use two-handed weapons (if arm was disabled), etc. All of these are interesting because they add more variable to the battlefield. Having to drag one your knocked out/immobilized/wounded men into cover, having to switch to pistol because your arm is shot. All of these are interesting and ad more gravitas to the battle.
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I'll also add that turned-based games with too many troops are a slog, and that squad sizes shouldn't be too big. I'll never bring more than 12 troops.
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I am going to LOUDLY object to this patiently false statement. There's nothing complex about it. Every turn you are going to be selecting and moving your troops, so you are going to be seeing the armor of every trooper. Not that the detailed armor info is THAT important, since limbs are less likely to get hit to begin with. It is also a false assumption that a player needs to have ALL the information and that it has to be super-accurate.
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Max, I don't want to sound confrontaional, but I do not care. I'm telling you as it is, weather you believe it or not is not my concern. These boards are slow so I generally only drop by 1-2 times a month (or when I'm bored) to see what's new. I have no idea how I missed that discussion. There was nothing to draw my attention to it I guess. Perhaps because the armor thread itself was so inactive. Either way, you checking my posting history... assuming I'm a liar even tough I have been here from day 1 and never lied nor do I have a reason to lie....you sure aren't earning any trust points from me.
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I would have commented... IF I KNEW THE THREAD EXISTED. How the hell was it even up for 2 months with so few noticing? Lul in activity? Corona? Then again, I'm not camping on those forums 24/7, such important things should be advertised. Especialyl if there were few replies, the devs should have gone and placed a big "Look guys, we need feedback on this, please take a look" message on the top of the forums.
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That the entire system went by without enough feedback from the community is dishartening. Reading that description, I can't say I like that system. Still better then nothing.
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Is what I proposed really that complex? 7 armor pieces (or 5, if left/right arm and left/right leg are mirrored, but that make asymetrical armor impossible), each with 2 protection variables. I don't see what is hard to understand, if the armor has 50 protection and 70 coverage on the arms it simply means the armor covers 70% of the arm effectively with 30% being a weak spot, hence a 30% chance to hit a weak spot if the arm is hit. I don't think it is possible to simplify this system further without loosing all the good part about it.
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What's the late game looking like?
TrashMan replied to Doctor Snidely is the Bae's topic in Xenonauts-2 General Discussion
Speaking of Mind War, I can think of 3 different ways to spice it up/make it better, since 1 turn to activate it seems cheap: The soldiers fighting back during the Mind War. 1) The higher his willpower, the higher the penalties on all attributes while the soldier is MC'd. Even if he cannot fully break out of it, he can shoot worse than a star wars stormtrooper 2) The solider under MC gets a semi random TU cost increase for all actions (dependent on willpower) 3) The soldier under MC can at semi-ranom intervals (depending on willpower) simply suddenly stop and loose TU's All of these simulate a soldier fighting back. -
It doesn't fundametally change much. Weather you research a weapon upgrade/addon like a stabilizer/silencer/scope or whatevr, you build a new gun. It is still new research and new production. The difference is aplicability. While a completely new gun would be self-contained, a scope might be fitted on different guns.
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That would be an interesting mechanic. The game has the alien mothership moving around the map, nuking big cities, with smaller UFO's hitting smaller settlements and doing terror attacks. You would be in a race against time to find a way to stop the mothership while there's still something left to save (and before humanity surrenders, although technically, you could still keep the game going after that, since you refused to surrender)
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BOOOOO. Hiss, hisss! I can kinda accept weapon families being researched in an order, but only if it's not the research end, but rather the start of research. That is to say, you unlock ballistic, then lasers, then plasma, but as you move on, more research in ballistic and lasers is unlocked. Basically, new application of newly mastered tech on already existing weapons. Most people seem to have a very limited thinking of "high-tech sounding and looking = better than low-tech sounding and looking", which has no connection to reality whatsoever. A lot of high-tech things are horribly inefficient, expensive and can have some serious downsides that are way too often ignored. I find it funny that 40K of all settings tends to be a lot more realisitc in many aspects despite it's over-the-top nature compared to some settings that are supposedly more grounded. Plasma guns in that setting are powerful, but can overheat and explode in your face and have low rate of fire, which is why you want mixed weapons in a squad.
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Earth tech >>>>> filthy xeno tech Ballistics is king.
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Why do some many devs hate the ballistic family?
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Why is that annoying? It's like complaining you have to carry an AT missile to kill a tank.
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How is it playing differently? You replace a 10 damage weapon with a 20 damage weapon. There's no change in playstyle at all and there is no choice to make. It doesn't play any differently at all. As for the bolded part, it is completely the opposite of what you claim, as it restricts the player even more.
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I am supposed to pick and choose. Low-tech isn't bad tech necessarily. If I whack you on the head with a big hammer, no high-tech armor in the world will save you from a concussion. You speak as if refinement doesn't exist. If I make an unobtanium bullet for a ballistic rifle, isn't that "new" tech? Or it still a regular rifle and therefore "uncool"? Lasers aren't inherently superior to bullets in every way, you have a very binary, game-y mentality of "types=tiers". Why not Ballistic 1 -> Ballistic 2 -> Ballistic 3, Laser 1-> Laser 2, Plasma 1 -> Plasma 2, etc? Increasing in lethality with more refined weapons, but different pros and cons. Why do you want to REMOVE all choice in a game that's about planning and choices? In the specific example you mentioned, THAT laser isn't supposed to be used like a spray-and-pray machinegun. (or it just need a balance pass) It is logisticaly a good weapon in that you can stay in the field without returning to base and not worry about ammo, basically allowing continous deployments. Nor does it tie your fabrication shops with ammo production. It's not good in prolonged assaults against multiple opponents. As long as you fight in theatres where you don't expect you will be draining it's energy store, it's good.
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It makes sense you'd know the layout of buildings. It's not secret info, there are city maps and google maps. Hell, with Street Cam you could probably watch their every step!
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Given that flying back to base or another mission easily takes a few hours, that's more than enough time to rest I rather love the JA2 way of doing things in combat. You had stamina that certain weapons and actions (running, climbing, carrying really heavy stuff) depleted it. Stamina was something that you recovered quickly, but led to interesting gameplay. A shotgun blast to the gut wouldn't damage you if you had armor, but it would knock the air out of you, putting a big hit on your stamina. If you were already low on it, it would knock you down. That's why you had energizer syringes on you. And bandages and regenerators. Because you had to treat the wounds, no magical instant HP restoration.
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Why?
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And since we are on the topic of weapon asymetry and weapons, what weapons would you even want to see in the game? LASER FAMILY. - pulse lasers: your typical 40K lasgun or star wars blaster in visual looks. Releases a lot of energy in short pulses, delivering a lot damage to the target. Works like a normal rifle in that regard. Can overheat. Small damage falloff with distance? - continous lasers: a real beam weapon. Functions a bit differently in that it does NOT miss. However, the damage you do is equal to the hit chance. So, for a 100 dmg C-Laser, with a 69% chance to hit you'd do 69 damage (at optimal range). This basically represents your ability to keep the beam on target as it moves and hides in cover. BALLISTICS: - conventional/basic: starter guns. Lots of dakka, can be upgraded and can use different ammo types. - ETC (electrothermalchemical) guns: using more advanced propellant ignition systems (plasma spark) and propellant, a more reliable rate of fire and greater muzzle velocity (up to 4km/s) can be achieved. This is actually a real thing (look it up). They are like more practical railguns, that don't suffer from the insane energy requirements and RoF issues, but don't have quite the same oomph. Also, they can use different ammo types. Pretty much conventional guns on steroids. - railgun: simplest implementation of electromagnetically propelled weapons, by simply putting a metal spike between rails and inducing a magnetic current. The vibration and bending of the rails is an issue, causing the weapon to be less accurate with each shot and the rails to degrade fast and need replacement. In practical terms, that would mean that a railgun ammo clip would come with spare rails, making it heavy. - coilgun: projectile accelerated trough a series of ring that have to be charged in a precise sequence with milisecond precision. Requires a lot more electronics (making it more sensitive) and more capacitors, but the rings don't bend or wobble, making it more accurate and capable of far more shots before replacements are needed. Both the railgun and coilgun suffer from Rate of Fire issues. OTHER: - flamethrowers: self-explanatory. Sets things that can be set on fire on fire. - Plasma thrower: huge quantities of plasma. VERY short range. Sets things that can't be set on fire on fire. - grenade launchers - missile launchers - acid guns? - sonic weapons? I guess thermobaric would count. For POWER ARMOR: - heavy cannons: as in, actual heavy cannon, not a machingun. Short range, slow fire, BIG round, brutal punch. Like Hellcannon from Phoenix Point. - HMGs.. like 50 cals. Basically the standard Predator gun in Xenounauts 1 - Gattling guns. Good old painless. Say goodbye to your ammo and everything in front of you that isn't behind heavy armor. Supplying this with enough ammo would be the biggest problem. ETC gattling gun? Now THAT is a scary thought. - shoulder mounted mini-missile/grenade launcher?
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Wait, you WANT a static, linear progression? That would make you and me mortal enemies. I hate...HATE that concept with an intensity of a million burning suns. It's dull, soulless, boring, uninspired, brainless. Every type and tier is the same, just +1 with different graphics. It's so lazy it's an immediate turnoff for me. Different weapons families should behave differently (but that's not to say you can't have upgrades within a family) So plasma guns (short range, slow to fire, no plasma snipers, can actually set you on fire) would behave different from lasers (supper accurate, no shotguns, damage fallof with distance?) would behave different from conventional ballistics (high RoF, eats ammo), etc.. But you can upgrade a weapon family. The early, bulky plasma guns could be upgraded to more refined ones with overall better performance, then to high-grade ones (that can maybe go around some limitations?) So you have variety, with different weapon types exceeding in certain roles, with some overlap (the handgun/rifle role all would share); and you have linear progression. And it all makes sense and fill up the research tree nicely.
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Air combat - what's wrong with it?
TrashMan replied to Rusknight's topic in Xenonauts-2 General Discussion
Agreed. Linear progression of "the same thing, only better" is as soulless as it gets. Especially for weapons.