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TrashMan

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Everything posted by TrashMan

  1. 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.
  2. Did you mis-quote or something? I am arguing FOR the locker. Not against.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Why is the limit jarring? Any game will have some kind of a limit. Any. And dropships do have a large cargo capacity so they CAN and DO carry extra stuff. So how does carrying an extra missile launcher in the dropship remove tension? You dont' know what you'll encoutner. And you still need to run back to the dropship and take the extra equipment.
  8. Pistol is a big big. 2x2 would be proper (at least for the starting pistol)
  9. I second the option to destroy downed UFOs with an airstrike if necessary.
  10. Not a big effort. Citites are already on the map. All that's needed is the refueling ability aded to them. Either way you put it, a Chinnok really shouldn't have the continental range. At least for fighter planes there is Air Refueling options (which I don't think work for helicopters, but they can always land anywhere)
  11. Just give dropships the abiltiy to land in cities and refuel. That way you can hop from city to city to your destination and effectively reach any place on the globe.
  12. Two suggestions: 1) Storage locker inside of the dropship. That will enable you to take extra ammo/equipment on a mission and run back to the dropship to ressuply if necessary or if tactical conditions change. 2) Worldmap structures. If anyone played UFO: AI they know what I'm talking about The ability to build structures on the wroldmap. All of these minor installations are self-contained and can be attacked and destroyed by aliens (automatic, no player impute here) The structures could be: - Radar tower (smaller range than the base radar, but cheaper) - airstrip/fuel depot (aircraft/dropships can land ther to ressuply, effectively increasing their range by hopping from depot to depot) - UFO yard? - SAM site?
  13. I would think that improving variety would add to the vanilla game. If the game currently only has 3 missles then indeed it doesn't do much.
  14. Armor makes a difference in real life too. Not much difference in most cases, but just enough. There are accoutns of heavily damaged aircraft that survived missile hits and still managed to land IIRC.
  15. Also, assuming we get pilots (yes please), how would they function? How is gun accuracy determined? How would piltos advance? For one, I think piltos should be simpler than soldiers. I don't see them needing more than a few stats: accuracy - make their guns more accurate evasion - makes them harder to hit electronic warfare - makes the mebtter at avoiding missiles and getting their missiles trough?
  16. The current system only has only 3 broad weapon categories. Normal slot accepts only normal missiles - ALL of them Heavy accept every missile - ALL of them cannon accepts ALL cannons. If you don't see how that is limiting, I can't help you. For example, KV-13 and AIM-9 - both normal missiles. You can't have an aircraft that can accepts only one of them. You cannot make a fighter that will be limited to only a specific cannon (or cannons).
  17. Assuming the armor is of uniform thickness everywhere? Hardly. There will always be gaps in armor, as nneessitated by the drive systems, sensors, doors/hatches, etc... I don't see nothing strange about a notion that 4 missiles can't bring it down by 40 can. History is full of examples like that.
  18. How would it make it less predictable if you already know that your missiles arne't good enough? I don't see it happening.
  19. What? Limiting specific missiles/weaposn to specific craft. It gives modders finer control and freedom. Basilcy EVERYTHING the current system can accomplish can just as easily be accomplished with what I say - expect it only requires 1 line in the aircraft entry. List only light missiles and the aircraft can only mount light ones. List all of them and it can mount all. List only heavy and the aircraft can only mount heavy. Why would I want every aircraft to be able to mount every missiles/gun? It doesn't work that way in the real world. I don't recall a F16 or a MIG being able to a mount a AIM54, do you?
  20. Open aircraft.xml. Find F-14 Replace the missile loadout with 4 cannons. Replace the cannosn and missile numbers. Done. <Row ss:AutoFitHeight="0" ss:Height="13.5"> <Cell ss:StyleID="s65"><Data ss:Type="String">airplane.human.f14</Data></Cell> <Cell><Data ss:Type="Number">200</Data></Cell> <Cell><Data ss:Type="Number">20</Data></Cell> <Cell><Data ss:Type="Number">22000</Data></Cell> <Cell><Data ss:Type="Number">2480</Data></Cell> <Cell><Data ss:Type="Number">600</Data></Cell> <Cell><Data ss:Type="Number">40</Data></Cell> <Cell><Data ss:Type="Number">15</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <---- 4 cannons, not 1 <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <----- set missiles to 0 <Cell><Data ss:Type="String">30,48;43,48;46,29</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell ss:Index="16"><Data ss:Type="Number">200</Data></Cell> <Cell><Data ss:Type="Number">0.4</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">75000</Data></Cell> <Cell><Data ss:Type="Number">19.100000000000001</Data></Cell> <Cell><Data ss:Type="Number">11.65</Data></Cell> <Cell><Data ss:Type="Number">18100</Data></Cell> <Cell><Data ss:Type="Number">40</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">2x TF30-PW-414A</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">F-14A Tomcat</Data></Cell> <Cell><Data ss:Type="Number">58000</Data></Cell> <Cell><Data ss:Type="String">AV.M61VULCAN;AV.AIM7E;AV.AIM7E</Data></Cell> <--every entry shuld be AV.M61VULCAN <Cell><Data ss:Type="String">350;300;260;60;260;390</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">aircraft/f14</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">aircraft/aircombat/f14</Data></Cell> <Cell><Data ss:Type="Number">70</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="String">Yes</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="String">Yes</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="String">No</Data></Cell> <Cell><Data ss:Type="String">Yes</Data></Cell> </Row>
  21. I'm sure the developers are burning with the desire to fix the game, but don't consider this a hotspot.
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