Jump to content

Popperlicious

Members
  • Posts

    5
  • Joined

  • Last visited

Reputation

10 Good

Converted

  • Biography
    Long time gamer, and avid XCOM fan
  • Location
    Aalborg, Denmark
  • Interests
    gaming
  • Occupation
    Student
  1. Well it could be a system that only activates on the two hardest difficulty settings, for veterans that have already completed the game it would (imo) be an interesting system that would up the challenge and thus increase the "reward" for playing again. or a system you activate like the "Iron man" feature, at the beginning of a new game.
  2. my numbers were purely guesstimations, ofcourse they need to be adjusted to actually work correctly ingame.
  3. I was thinking a pop up on the injury occuring, and the graphic indication like this on the troopers inventory screen: http://i.imgur.com/xQsMr.jpg It really doesn't have to be advanced to work. When applying bandages / medic bags you can just use the same screen to select which injury to cure (provided the injury texts can be interacted with).
  4. Why not do it right, instead of some kind of frakenstein cut up "lets make it look like there is a real wound & wound care system" ? Make it a sliding scale of wound severity per hit (after armour calculation etc.) : Flesh Wound (1-20% of HP dmg) Bleeding Wound (21-50% of HP dmg) Crippling Wound (51-85% of HP dmg) Incapacitated (above 86% of HP dmg) The body is then split up into 4 damage areas, with each hit being randomly distributed: Legs (20%) Torso (40%) Arms (20%) Head (10%) Flesh Wounds: Flesh Wounds have a 20% chance of instead becoming a Bleeding wound. A soldier can have multiple Flesh wounds, each carrying the one time 20% chance of becoming a Bleeding Wound Flesh wounds do not impair the Xenonaut in any way Bleeding Wounds: Bleeding Wounds cause 3HP damage each turn that it is not treated. A soldier can have multiple Bleeding Wounds, each adding an additional 3HP damage per turn. Bleeding Wounds can be cured with a Bandage (new consumable). It costs 15APs to apply a bandage and consumes 1 bandage. Bleeding wounds reduces Xenonaut AP by 2 per turn (cumulatively), per Bleeding Wound that is untreated. Crippling Wounds: Crippling wounds incapacitates the body part that is hit: leg = all movement costs triple AP, arm = accuracy of 2-handed weapons is halved, torso = strength & Bravery halved, head = accuracy reduced by 90% & bravery halved. Crippling wounds have a 100% chance of also inflicting a Bleeding wound. A Crippling wound can be cured with a Medic Bag (new consumable). It costs 30APs to use the Medic Bag and consumes 1 use (bag should have 3-5 uses). Using the Medic bag on a crippling wound recovers 50% of the impairment - but a separate application of a bandage is needed to also cure the bleeding wound associated with the crippling wound. Incapacitating Wounds: Incapacitating Wounds are the same as a crippling wound, except they also render the Xenonaut unconscious. Incapacitating Wounds to the head have a 20% chance of causing death Incapacitating Wounds can be alleviated with a Medic Bag (new consumable). It costs 40APs to use the Medic Bag on an Incapacitating Wound and consumes 1 use (bag should have 3-5 uses). Using the Medic bag on an Incapacitating Wound wakes up the Xenonaut in the next turn, but the affects of the crippling wound can not be removed - also a separate application of a bandage is needed to also cure the bleeding wound associated with the crippling wound. Bandages take up a single equipment slot, and weigh 0,5kg (or alternatively make it a two use item for 0,5kg). Medic Bags takes up 2x3 equipment slots, and weigh 5kg. You could also add a "saline solution bag", which you can apply to xenonauts that have had a bleeding wound (that has been treated), this will recuperate all the HP and AP lost due to the bleeding effect. Application takes a full turn (40'ish AP). The reason for using this is to reduce the amount of downtime required by wounded xenonaut's (less HP damage, shorter hospital time), thus incentivizing the player to carry more weight. Also you could add a sliding scale of ability reduction with each HP of damage, and other such nice little details.
×
×
  • Create New...