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TrashMan

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Everything posted by TrashMan

  1. And what exactly does that accomplish? Just upping accuracy makes one more accurate with every weapon. As it is, soldiers can gain skill points rather fast, so of what use is a Gym or a gun Range? And in real life, you really can be better with one weapon than another. That however, doesn't make it into a class system. The accuracy stat is still there. Any solder can still use any weapon. There are no penalties or restrictions.
  2. Hmmm..it all depends on how it's done. I hate overspecilazation I hate the way XCOM:EU did it. Bonuses with specific weapons or items? Sure why not. As long they can still use every other weapon and tool in a decent fashion. UFO:AI actually has skill ranks in various weapons AND a global accuracy score.
  3. The game mostly displays their name, not the nickname. The after-action report? No nicknames. This would be nice (I addd the nicknames in red) And I said the nuickname over the soldier would be a nice ADDITION. And like I said, name and nickname are not the same. If I want to put my best friend Mark Ruffalo in my team, and hte game doesn't let me change anything other than a nickname..it's not him. Mark isn't named Kristoff Gtotenbecker. He doesn't have blond hair or facial hair. He's not from Norway. It's just that dissconect - every time you see the solders full name and picture.
  4. Callsign isn't a name. Also, callsign is not displayed everywhere. (it sure would be nice if it were displayed over the soldier in tactical combat, like in JA2) And also, a lot of my friends and family don't have any nicknames. So how can I re-crete my frinds of family without it? Sure, I can play pretend that that big black guy from 'murica is actually my friend Angela for Italy, but that's just not it.
  5. Same thing applies to aliens. It also helps if youre on fire.... like this thread.
  6. Actually, I'd say JA has more of it's old concept still there. It's rough, rushed and missing some features, but for the most part it is like the JA2 of old, at elast in spirit. Mechanics-wise some things do suck. Like the leveling mechnics Use of repair kits and equipping milita. And not being able to make your own IMP. It basicly being real-time doesn't bother me. It's still time-units basicly, only everyone executes at the same time.
  7. I reallly hate the soldier overspecilization. You can't pick up or use the other soldiers equipment? Why the hell not? Each class has it's own abilities that are for some magical reason exclusive only to it? Ok..exactly why is only the sniper able to use the grapple? Why is physicly preventing others to use it? Oh, that's right..the game itself. Tactical limitations due to 2-moves design? Frak that. To me it speaks volumes of how bad the internal battle machnics is when you have to come up with stupid s*** to make the game interesting.
  8. If I'd have to guess it's because missiles themselves come in "magazines" of one. It's not enough to edit the rocket launcher, you would have to edit the rocket(s) too.
  9. Eh? I see them plain as day. Odd. b.t.w. - the size of the images in the in-game image size.
  10. The images are links to bigger pictures. The bigger picure does have details.
  11. Which of these two you like more? Also: Time for the aliens to learn PHEAR http://www.youtube.com/watch?v=r6gp-OUEqqk
  12. Counter-question dorphin: Why wouldn't you want a locker? If you were a soldier deploying agaisnt an unknwon enemy, and your dropship had room to spare - wouldn't you want to bring in extra weapons, just in case? and b.t.w. - real dropships do have space for extra equipment if necessary by mission profiles. Especialy special forces. And Xenonauts aren't normal military. There is practicly always a need for extra equipment. Which is why the US miltiary is experimenting with ideas such as "Big Dog".
  13. Somewhat, yes. Yes. I like things that make sense. Weapon lockers make sense.
  14. It is a tradeoff. You loose time, you risk loosing more men, defenable positions. The enemy won't be standing still. Loosing the initative is a big thing ya know. So it 90% of the decisions you make in most games. so are most manuvers in combat (such as flanking). A no-brianer. Doesn't stop it from being a tactical option. So does a more advanced gun. You say we shouldn't be using more advanced guns? So what if it does? I want logical options that any normal military force would have. Why is that so hard to grasp? That only appliss if options themselves are pointless. As a genral rule more options for player is better. Let people find their own playstle, don't force one on them. I never said they were. They are risk one has to have in mind when maing a tactical decision. Events that shape the battlefield. Seding someoen back IS a tactical option. Just as staying and fighting is. Or throwing a grenade. The same options that existed before. Plus more flexibility. You are making a compromise. A weapon in the field, or a weapon in the locker. The one in the field is readily avialable. The on in the locker isn't. In my view it does improve gameplay. No, you are the one who wants to take options away from poeple, by trying to force them to play your way and only your way.
  15. And having a locker also makes you make tactical decisions. With the original tactical decision (waht to giveyour squaddies) intact. Balancing is it's own issue. And I really don't agree with you on your other two assesments. Even if the storage space was huge, it doesn't guarantee victory. more options = better You want to limit optiosn to force "important decision" I don't see a problem. What if you didn't equip a missile launcher in the dropship? Same dillema. What if the trooper you sent back gets shredded by aliens? What if by the time he gets back half of your troops are dead? Or the VIP you were supposed to protect? The locker space doesn't remove tactical options. It ADDS them. Just because you think some of those (relistic) tactical options are cheasy/too easy is no concern of mine. Cretive? You're stiffling creativity by forcefully taking away options.
  16. Did you mis-quote or something? I am arguing FOR the locker. Not against.
  17. And that's a risk. A tactical decision to be made. Do you fall back and risk loosing ground and civilians or do you stay and fight with weapons that aren't suited for hte job? Running back to the dropship isn't a redicolous idea. That option is still there. After all, you only carry SOME spare equipmetn in the dropship, and if the mission is going really bad, then the better option might be to leg it. And retreating TO the dropship is also a retreat. Having a several spare weapons = player will always come on on top? Now that is redicolous. And I feel that you are very wrong. About EVERYTHING. What personal attack? Meh.. Don't know what you're talking about and I don't care.
  18. You do know you do have objectives? Like keeping civilians or VIPs alive? And keeping your troops alive. The idea that running back to the dropship in the middle of a mission is not an issue is redicolous. You don't know where all the aliens are. What about flanking? If you spend 6 turns getting the equipment, that 6 turns of alies doing theirstuff..including killing your guys. A delaying tactic while you bring in a proper answer to threat is a valid tactic. Please, think before you type. Sensible limit. You're not going to be hauling the entire armory with you. I'm objecting to your objection. It is ill-concieved as is your notion that it adds nothing to the gameplay.
  19. Swapping weapons isn't a miracle problem solver. For one it costs you time and turns to get back to da choppa adn switch. You think the aliens will stand stil land wait for you? For another, you don't have 8 rocket launchers in the storage, nor do you have 100 rockets. Your objections are redicolous.
  20. I have played UFO:AI a dozen times and I NEVER had a feelign I didn't have enough structures. Especially since you can have multiple base. If anything it sometimes flet I had too much. I seeded the area around my base with advanced SAM sites and can shoot down ufos with impunity. Rock/paper/scissors always has been and always will be a garbage mechanics as it's too artificial. Also, swapping equipment doesn't avoid the outcome. For one, just how much difference do you think swapping one or two weapons can make. For another, by the time you make it back to swap the weapon the rast of your squad may be dead. And for another, being up the creek wihout a paddel isn't fun. Having to do guesswork and being doomed if you guess wrong is not rewarding a smart strategy (because there is none). It's just punishingly stupid.
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