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TrashMan

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Everything posted by TrashMan

  1. Oh, they were considered. And used in various games or mods. It's not like I'm the first person to think of them.
  2. News flash: Real Spec Ops operatives don't really look like Arnie or Rambo or Vin Diesel. They look like regular Joes.
  3. Because it's not punishment. You refuse to see it as anything other than that. I can easily call any twist in the story or gameplay "punishment" if I choose. My character thrown into jail? All my items removed? PUNISHMENT! New, more difficult enemy intorducted? PUNISHMENT? See, I can easily label things however I want. How about loosing in a gam?. Total team wipe. I should never suffer a total team wipe. Ever. I call that irritation and bad game design. Now prove me wrong on that. You know the funny thing about this? You can't. There is no argument you can bring forth that would sway me. I don't like to loose - therefore, bad game design. Because as everyone knows, if I don't like something it is automaticly bad. Because I am always right. Things like tastes don't exist. TW: Shogun? But I don't like shogunate japan period. Game sucks. Bad design.
  4. Base attacks are brilliant game design and should be in. Your idea of not having them is counter-design.
  5. Make sure the aliens and the Xenonauts shoot at eachother for half an hour without hitting anything.
  6. So how exactly does it improve balance? You and the enemy play by the same rules. If the enemy gets close, he too is practicly guaranteed to hit. Balance. Please, explain to me how missing at point blank is more balanced.
  7. UFO: AI has basic discriptors of a charsh site. Would be nice to have information like: UFO Size: Small Terrian type: Grassland/field Structure type: Small farm
  8. I'm talking about game design possibilties. Some exist in other games, some are not. There is no reason to stick to one game as a perefect example of everything.
  9. Aliens attackign your base is NOT punishing the player for doing good. It's the aliens reacting to your threat. What did you expect - the aliens to twiddle their thumbs once they locate your base? Also, I'm not that much agaisnt selling fabricated items thing. For the most part I expect XCOM (and Xenonauts) to share anything they come up with with the world. The blueprints for those laser rifles were most likely on the tables of the presidents of the major countries first thing in the morning. You may be abel to sell a few on hte black market. Selling actual alien artifacts that can't be replicated easily make sense tough.
  10. Sentry guns? Low ammo (you'd need a soldier carrying extra amo to reload it) Big and heavy No real IFF (possibly) - this is what you would use when boarding an UFO or clearing a building to secure an acess point. You want to make sure nothing comes from section A while you're clearing section B
  11. I listen mostly to classical masters, OST's from series and movies and other stuff (Two Steps From Hell, rock, evergreen, etc...
  12. I'm giving theorethical examples. I don't like being chained to any game and the old X-Com certanly has plenty of flaws in that department. Weapons and balance are stricly a product of game design. Ammo can be made scarace or expensive in may ways. You can have rifles explode like in new XCOM, so you have to build them or stun the alien. You can have ammo cells be rare or expire over time, so you can't really stock on with dead aliens.
  13. "Best Weapon" depends purely on what you're looking for AT THATGIVEN MOMENT. Plasma might be the most damaging weapon out there. BUuuuuuuut. It takes Elyrium to make. It takes elyrium to make ammo. And you require elyrium to research/make other stuff. Also it takes a lot time to make. And maybe you don't have time. 5 laser rifles or 1 plasma rifle? A laser rifle or a conventional weapon might be better suited for the current mission. It takes more than damage to determine the best weapon for the job. Other things to consider: - effective range (and damage falloff with distance) - accuracy - rate of fire - clip size - weapon mass - production requirements - type of damage Let's - for example - say that you can have your machinegun fed by a chain backpack. Meaning if you take 4 ammo clips of 100 bullets, you have 400 bullets, no reload. Not having ot reload and being able to provide continous supression has a value on it's own. Contrast it with the plasma rifle with a 5 shot clip.
  14. For a given value of better. But WHAT makes it better? For you it may be damage. For me it may be RoF. Maybe ease of mantainance might be for someone else. Also, mathematics are pointless for gauging things like aesthetics. I just like rifle X more. I don't care if rifle Y has a 5% bigger damage. It isn't nearly neough for me ot even consider taking it.
  15. Since sprites are not an issue (do we REALLY need new battlefield art for them?), no it's not difficult to add them. Then again, I wasn't saying the devs SHOULD put it in, I was commenting on hte idea of more weapon on a general level. That's not an issue. Some guns are better in real life too. Who cares?
  16. Brothers! You recent lack of burning passion for our cause dissapoints me gravely! Will you stand and let the fires of our glorious movement die out? Nay, I say onto you:
  17. Brothers! You recent lack of burning passion for our cause dissapoints me gravely! Will you stand and let the fires of our glorious movement die out? Nay, I say onto you:
  18. What? Wheat destroyed by getting hit? Yeah, somehow I don't think you'll accomplish that no matter how many bullets you spew at it. Alien plasma MIGHT set it on fire tough. Really? If it is, it is by a such a small margin that it's pointless to simulate it.
  19. My only desire is for maps that make sense. Any "forcing" of a concept just ends up feeling wrong. When developers go "we must have more chest-high cover. Put some stuff in" and end up making maps that feel fake. I'll adopt to a map. Large, open farmland? I'll bring in more snipers. A huge office complex? My CC specialist will lead the way with shotguns. Of course, it would be nice if the Crashsite also has a short discriptor as to waht area we're going in so we cna make our team selection before we set out. Well that or having a storage space inside the chopper for a few extra shotguns.
  20. I don't see a problem with enhancing human weapons. Once you get allien alloys, I can easily see one making "new" versions of M16 and similar guns with them. Guns being more robust and durable means tehy can endure greater stresses (more powerfull gunpowder) and use greater calibers. Different types of bullets would be nice to boot. These guns would only have a slight perfomance increase, and would have to be manufactured (no infinite supply) and would use the same battlespace sprites (since they are just a better version of an existing weapon anyway). Also, EVERY setting is appropriate for Mo' guns! Do you really need to worry about X? Well, do you really need to worry about Y? Lasers are gonna have longer range than regular guns - is that really that importnat? Why not just have 1 gun for hte entire game?
  21. For those that remember JA2, there were tanks in there. They were stationary defenses. Dug in behind sandbags with the turret rotating. Also they were on the side of your enemy. For a game like Xenonauts they can work on the side of allies..especially on specific maps/missions. the army could use them to cordon off the downed UFO area or to guard vital junctures. During counter-offense or defense missions. Etc... That said, the real world saw some very strange tank designs: http://www.the-blueprints.com/blueprints-depot-restricted/tanks/tanks-t/t_28_super_heavy_tank-33210.jpg http://img15.imageshack.us/img15/3277/batchat.jpg http://xmb.stuffucanuse.com/xmb/viewthread.php?action=attachment&tid=4693&pid=13557 http://daily-steampunk.com/steampunk-blog/wp-content/uploads/2010/07/P__1000_Ratte_Tank_Cutaway_by_VonBrrr.jpg
  22. For those that remember JA2, there were tanks in there. They were stationary defenses. Dug in behind sandbags with the turret rotating. Also they were on the side of your enemy. For a game like Xenonauts they can work on the side of allies..especially on specific maps/missions. the army could use them to cordon off the downed UFO area or to guard vital junctures. During counter-offense or defense missions. Etc...
  23. Sorry to burst your bubble, but assasinations and sabotage are done by Spec-Ops teams as well. What I woudl really like to see is mission with allies. Like helping a military base under attack. Taking a part in an offensive. Imagine running trough a field fo wrecked tanks (some still functional and fireing), soldiers all around you and TONS of aliens everywhere. Now either you push forward, being the "shock troop" of the offensive. Or you are helping cover a retreat, being the last to pull back, as the last remnents of the failed offensive run for the hills.
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