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Khall

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Posts posted by Khall

  1. They're not supposed to have guns. They're the xenonaut equivalent of chryssalids, aliens that would run up to a soldier and zombify him, and when the zombie is killed, another Chryssalid would hatch from the corpse. Right now, they're probably using the same AI as the rest of the aliens, which is why they're not really doing anything.

    BTW I didn't think alien bases or reapers were implemented in this build, but I haven't gotten that far because of the CTDs and save corrupts. How did you get it?

  2. The accuracy reduction is mainly to negate the accuracy bonus from crouching and the AP reduction would not allow more expensive firemodes and reduce mobility.

    Reducing the suppression values by 30% did make it feel less overpowered :)

    Reducing the effect of suppression and at least giving a chance of reaction fire is the way to balance it from my point of view

    Edit: Ninja'd

    I like that system a lot

    The only thing I would change is

    Yellow->Orange->Red

    But that's just me being annoying

  3. The system does feel too binary at the moment. Something like Guaddlike's suggestion in the other thread would be better, where the % of suppression is taken into account.

    - for every 1% of suppression done reduce 1% of AP reserved (at 50% start taking it from next turn instead)

    - for every 4% of suppression reduce accuracy by 1%

    - for every 1% of suppression reduce reactions by 0.8%

    - at 50% of suppression, crouch

    So at full suppression the unit will have

    - 50% less AP this turn and next

    - A 25% accuracy penalty

    - A 80% reaction penalty

    - be crouched

    Or something like that

    With this system there shouldn't be an indicator apart from crouching. You can't see the enemy health, you can't see how much AP they have, so you shouldn't see how suppressed they are.

    Edit:

    OR

    Each unit doesn't get effected by suppression until it's suppression score goes below 50, at which point

    - every point below 50 reduces AP by 2% (at 50% start taking it from next turn instead)

    - every 2 points below 50 reduces accuracy by 1%

    - every 2 point below 50 reduces reactions by 3%

    - at 25 points, crouch

    This will give a similar result to the above, while combining the binary and % systems. This allows units to take some fire before beginning to feel the effects of suppression. It also shares some elements with the morale system so it should it relatively easy to implement (compared to other, more complex systems)

    Also reduce the amount of suppression each gun does (especially the MG, that thing is ridiculous) so it will actually take numerous shots or 2 MG bursts to fully suppress.

  4. I agree with Comassion about suppression being too reliable. I think problem right now is you know that the aliens will definitely not reaction fire if suppressed, which means you can just run up with a shotgun and shoot them point-blank with impunity . Xenonauts is all about taking calculated risks, the current system removes that element of the unknown.

    My proposal for suppression is:

    - Lose 50% of AP reserved for reaction (values are just an example)

    - Greatly reduce chance of reaction fire

    Rest of the current system is ok (crouch, lose 50% of AP next turn, etc.)

    The suppressed unit (alien or human) would still have a chance to (rarely) return (inaccurate) fire, both adding realism and keeping the "X-com"-esque feeling of luck. Suppression would still be effective, but it wouldn't render the unit completely harmless, the player should not know what will definately happen next.

    Just my thoughts.

  5. I'm not sure if this is just coincidence or not, but if you manually target the tile the alien is on instead of the alien (missing % or 0% to hit), it seems to result in fewer crashes. Of course I've still crashed occasionally just before the shot hits (but not every time I hit a 0% alien).

    But I might just be imagining things.

    Edit:

    Why would the game divide by your hit chance? I know what happens when you divide by zero.. but why would the game do it in the first place? What is the algorithm used?

    This is the accuracy calculation, don't know if it helps:

    http://xenowiki.goldhawkinteractive.com/index.php?title=Accuracy_Calculation

  6. do the wolf armor and laser weapon magicly disapear or is it just returned to the stocks?

    if they a returned to the stocks its not that big of a deal hell it may even be beter i mean his armor and such return to stock aand you can equip a new soldier with these so you dont lose them

    Disappears completely, which means I have to constantly manufacture replacement equipment everytime someone gets wounded.

  7. Had the same problem so I did some testing:

    - Occurs when standing adjacent to a window and firing out (no issues when firing in)

    - Only happen when window is unbroken

    - Only happens with MGs

    - All shots hit the window, destroying the wall (excess damage is transferred to soldier?)

    - If soldier is killed by the reflected damage, CTD

    - Happens with all windows (at least on industrial tileset) regardless of orientation

    Tested it about 8 times and it happens everytime.

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