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Comassion

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Posts posted by Comassion

  1. There is no real down side to doing that.

    The downside is that you can do better by sending your own troops, and you're far likelier to get alien technology and goods if you did it yourself.

    There is no balance of risk/reward.

    You either get rewards without risk or you lose a small amount of nation rep that you will more than likely earn back on a couple of missions anyway.

    The particular balance can be fine tuned, but overall, missions done with auto-resolve should resolve in your favor. Why? Because if you sent your own troops and did it yourself, there's a very high chance for any given mission that you'll recover the UFO. This is a much lower chance of making that recovery successful.

    You aren't risking your own troops, there is no chance of losing people and having to spend time re-hiring, rebuilding their equipment, getting new recruits up to the standard of the troops you lost.

    You also aren't training your own troops or (usually) obtaining alien technology. Less risk, less reward.

    Few points to consider when looking at that suggestion:

    You should get no positive nation rep no matter the outcome as you have had nothing to do with the operation.

    In fact you may even lose rep no matter the outcome, after all you have told them that you aren't willing to protect them even though they are funding you and then if they win they have proven that they don't need you, if they lose you have cost them the lives of their soldiers.

    That could be a balancing factor, you may not have to do it yourself but it costs you nation rep to make them do it for you and you are risking losing the support of your funders by making them look after themselves.

    You should get significantly reduced technology as the nation that did all of the work would be likely to keep most of the spoils.

    Maybe you should get to keep the first piece of new tech that you haven't researched and at most half of the mission spoils, possibly depending on your relation with the country in question.

    Getting 'significantly reduced technology' is already in there. Most encounters will get you none.

    For the rest of it, if you make the system too harsh then nobody will elect to auto-resolve battles, and while I must again emphasize that this is a feature I don't want at all, if it's going to be implemented then it should be implemented in such a way as to make it something people might actually use. If auto-resolve is worse than doing nothing at all (as might be the case if you always lose rep), then nobody's going to use it.

  2. The problem I see with this is how to balance it. I can sort of see the need for it but it seems like it'd be hard to get right...

    Well, here's an option for you - Authorize local force intercept.

    You tell the local forces 'Go ahead, deal with the UFO', whether it's in the air or a crash site. No need for the player to send out their own interceptors or troops.

    For UFO's in the air:

    90% chance UFO escapes into space, no effect.

    4% chance UFO destroyed or generates crash site, nation rating goes up 50% of what you would get if you shot down the UFO yourself.

    6% chance UFO shoots down aircraft, nation rating goes down equivalent to a minor bad event.

    For crash sites:

    10%: UFO captured. X-Com gets technology / benefits as though it completed the mission well (but not as much of a nation rating boost since the nation took care of it).

    80%: UFO destroyed during battle. X-Com gets no alien technology, but you do get a minor nation rating boost (about 10% of what you'd get if you did the mission yourself and did reasonably well).

    10%: Disaster. Aliens hold off ground forces until rescued by other aliens, nation rating drops as a moderate bad event.

    That way you can 'auto-resolve' by telling local forces to engage, and while most of the time you'd do better if you did it yourself, they'll do reasonably well. You could tie X-Com's research into these chances for success, so as you discover technologies you can improve the chances that ground forces have a positive effect. The key is to generally allow auto-resolved battles to turn out in the player's favor (because, really, most player-resolved battles will resolve in the player's favor) - that way it's not suicidal or harmful to choose to auto-resolve something, but to also always make the rewards less than you'd get if you did it yourself, thus providing incentives to not let local forces take a crack at every UFO.

    All that said, I personally would rather see the main effort focused on just making combat interesting enough in both air and land that it's something I actually want to engage in over and over. A feature like auto-resolve would be handy every once in awhile, but maybe as an extra if there's time towards the end of development. If the game feels like there's 'too much combat', that should mostly be balanced within the game itself or make combat awesome enough that it's just plain fun, and people won't mind doing it again.

  3. my enlish suck so plz be nice i was thingking and an multiplayer mabye, cud make this game even moar awsome. mabye like one person is thealiens and some other is Xenonauts and the tow persons ore tow Xenonauts vs the aliens and the tow persons in frends so they can use skype ore somthing and when one person shot down an alien ship the can wait foe reinforsments frome the other guy. just my idea thx for reading and sorry for the enlish.

    Something like that is too difficult to add at this point, and honestly given the length of time a human-controlled turn would take, this would make combat really slow (albeit more challenging). But it's probably not possible to do at this point, as it adds a whole new realm of work in network connectivity and all that.

  4. As the title suggests, when because I won't be able to play until then and I'd really like to play.

    edit: Sorry about the typo, didn't see it at first.

    The devs main focus for now is to implement all the features they want to include in the game, after which they'll go back and work on fixing the bugs, so it may not be for awhile.

    If you want to play a more stable version for now you can see if you can still get the Kickstarter build, that one [10.2] was more stable than the current version.

  5. No problem.

    It disappeared while en route, so the prompt came up for the Chinook to go to last known position. When it reached there, I could click on the crash site. However, it kept asking me to scramble interceptors. The Chinook also refused to land.

    Yeah, what you needed to do (and maybe couldn't because the crash site was taking precedence from the click menu) was click on the Chinook and choose 'select new target'.

    The real issues here are likely twofold:

    1. Right now if you click on multiple objects (like a UFO and a squadron occupying pretty much the same space), the game just selects one of them, but you may want the other. X-Com would pop up a little menu to ask you which one you wanted.

    2. It would be nice if you could re-order intercepts from interceptors already in flight, so clicking on the crash site would enable to you send an in-flight chinook there, or clicking on a UFO would send an in-flight interception squadron there. As is you must select the squadrons and designate its target.

  6. If this is happening, there's obviously some code that's forcing a miss when you shoot a target, because the normal 'random' bullet trajectory doesn't go off by 90 degrees- it's more like a 30-degree arc. If they removed whatever code is forcing the 'random' miss bullets to go out of that arc, then they'll still hit the giant stationary object that you're next to, which ought to be fine.

    As Spinal noted, the code as-is doesn't prevent you from just hitting them anyway, you just have to target a square rather than the generators themselves.

  7. So I was doing my first scout mission, and the ship's generator was intact. Woo!

    I stormed in to find one single Ceaseran guarding it. When I tried to target it, I got the 0% hit chance, so I figured that shooting it could cause the CTD bug from that, so I tried something else.

    It was in a tile furthest away from the generator, and I figured grenade blasts are pretty small (from what I've seen), so I had a Xenonaut walk in, stand next to the generator, and threw a grenade at it.

    My assumption about the blast radius was wrong.

    Grenade boom, Generator BOOM, Crash to Desktop.

  8. While assaulting an alien base where you have to destroy some machines I found it really annoying that shots fly all over the place when shooting at them. Those machines are bigger than my drop ship, a blind person could shoot in their vague direction and not miss. I actually found it more effective to target the ground near them than it is to target the machines (they look like power generators)

    This effect is exaggerated because when you miss a target the shots will land in some random square around the object but seeing as the generator is several tiles big the shots fly off at 90 degree angles if you shoot point blank.

    You would assume the best soldiers in the world would be able to hit stationary objects.

    This is possibly the funniest bug I've seen yet.

  9. Repro:

    Have 1 alien inside the main room of a crashed Scout. Fire sniper bullets and HEAT rockets at the window next to the alien using <ctrl>+<click>.

    Expected Result:

    Walls prevent the passage of blast damage from weapons that cannot damage the wall itself. Sniper bullets cannot pass through tiles that they cannot damage.

    Actual Result:

    Some bullets miss the target square and pass through neighboring window squares. HEAT rockets do not damage the window square but kill the alien behind them and set the room interior on fire.

    If possible, it'd be nice for wall tiles to stop blast damage from passing through to the "inside" tiles, unless the walls themselves are also damaged.

    I'm not sure what happened with the sniper bullet; it may have hit a tile that was "unseen" and not gotten checked for impact until it hit an interior wall on the other side of the room, or it may have passed between the 1st-level wall time and the 2nd-level roof tile just as it crossed the exterior window tile.

    The blast damage definitely shouldn't be going through, but bullets can be off the mark in three dimensions - that is, the shot could have gone over the tile (thus appearing to go beyond it) without actually going through the wall.

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