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Moxar

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Everything posted by Moxar

  1. I could help for a french translation (as I proposed moooonths ago)
  2. About strength: Let us wait Chris's cooking, I long for the "new" inventory managment system. I agree that a 80% threshold which gives you penalty would be stupid, or counter-instinctiv... As is, strenght progression is... broken ? About accuracy: why not, and to avoid the rocket issue, let us say "hit AND damage". Though, we both fear the training camp: "everyone gets a pistol, fire at will on the lone sebillian. Do not kill him, just shoot, or you're fired!". Thus, would you risk one of your boy's life by: taking low tier weapons (weight waste) not killing an alien within range on purpose, given that he shares loss with his harridan boyfriend or the-andron-who-carries-a-big-plasma-canon not killing an alien who would'nt care about training as long as he manages to kill you! I believe that every attempt (with clear Line of Fire regardless covers), no matter the range, should give a ptp. In short, remove the range pre-requisite, and add a Line of Fire pre-requisite.
  3. In v18.3.1, the number of "casualties" increased a lot compared to v18.2.2 (I put the alienWavePeriod at 3500 in v18.2.2 to get more ufos at the begining). This means that secondary base gets more viable, as it (can) discrease the number of casualties.
  4. If 80% means that you can increase your strength without any drawback. a threshold over 100% would be usefull (thought I don't like this idea), but 80% means "you have a choice : load less than 80% and grant nothing, or load between 80% and 100% and up your strengh". No-brain choice. My purpose is simple: If you want the player to make a choice about how heavy he loads his soldier to get more strength, their must be a drawback. If you just want strength to increase along the missions, then delete this threshold, because 80% meanse everyone can get it without any kind of penalty. Once this game-design question is solve, then we can look further for ideas (for case 1), and I like the one proposed by Shaska (Acc reduction). However, any opinions about the other stats ? About armors, I agree and disagree. Your assault troops (shotguns) are indeed in first line, so they need a good LoS (light armors). Thus, they are very exposed (reaction fire, squadsight)... so they are the one who take most of the damages (heavy armors). A Hard choice!
  5. you could also make us build launchers (for planes) and rocketlaunchers tier 2, 3, 4. This way, the upgrade isn't automatic, because we need to spent some time and money preparing it.
  6. ... no downside other than wasting time right-clicking on grenades to reach the green-but-not-red TU threshold!
  7. @Gauddlike: I agree, but this means that the threshold is useless. I like the idea of reducting the accuracy when the threshold is reached. It would, for instance, push us to equip our snipers with light armors (indeed, light armors grant a better LOS -> sniper do not care as they have no reflexes and they use squadsight), and better mobility with jetpacks (again, sniper do not care as they don't move much). In a way, it would make the heavy armours (Jackal, Wolf, etc...) penalizing accuracy. Shortly : Keep a threshold at 80%. Any Kg over threshold reduces accuracy by 1. Any Kg over 100% reduces UT by 1. direct consequences : your assault troops use heavy armors. A shotgun is meant to point blank shoot, an accuracy penalty is not a problem. your long range troops use light armors, to maintain a fair accuracy.
  8. about strength, moving the threshold to 120% could have interesting effects on gameplay: do you want this soldier to get stronger ? If so, you will have to sacrifice some UT (not just one or two, but something like 10). When you practice sport, you have to surpass ourself to get stronger. If you just do what you usually do, you only maintain your skills. Thus, it would be a bit frustrating not to be able to increase the strenght of your boys without a severe penalty, especially in a game so crual with rookies.
  9. I disagree. I played two ways with v18. The first approche lead me to build a second base very early, the second one to focus on a unique base (both games played until end of december). The first way (fast expand) forbid me to get jackal armors early, and I had to choose who could get one, and who could'nt. The second way (unique base) was pretty easy, because I had "lot" of money (more than with the 2 bases). Money was a problem, of course, but I didn't had to choose between "a set of 8 jackal armors" (240k$) or "something else". Should the price get lower, the 2 bases strategy would get much to easy, because the second strike team would be too easily geared, and because you could gear the first one on september without delaying the second base.
  10. Hi everybody. I assumed that you've noticed, as I did, that soldier can (and will) improve their differents statistics within the missions. Thus, there are, I believe, some flaws. I will split this reflexion around each single stat, to keep a clear point of view. For a better understanding of this mechanic, please report to section "soldierDevelopment" of the gameconfig.xml (line67 on v18.3) Note: PtP = Point to Progress To make my purpose clear, I will use "Rookie", wich is a... good rookie, 60 all stats, and "Commander", 80 all stats. Time Units (TU) (300 PtP, +2 max after mission) The more you the xenonaut acts, the more he can act. Something bothers me however: the progression depends on the number of UT spent. This means that an experienced soldier (80UT) can, and will, progress faster than a rookie (60UT), in this case, 33% faster. It is a shame, because I believe that the better you get, the harder it is to get even better, so this system is counter-realistic. It's not a big deal, but maybe their could be some easy improvement, such as, for instance, counting the percentage of UT spent instead of the flat number. During the mission, "Rookie" spent 300 UT. With the current system, he will gain 1 UT (300 PtP reached -> +1 UT). "Commander" spent 300 UT. He will gain 1 UT too (300 PtP reached, +1 UT). Let's assume that the threshold is not 300UT spent but 300% UT spent. Repported to his stats, rookie spent 500% of his AP. He would gain +1 UT and +200 PtP, while "Commander" would gain +1 UT too but only 75 PtP. Strength (20PtP, +2 max after mission) I love the idea, I hate the application. Let me explain: Everyone want his xenonauts to get stronger, to be able to carry/use big weaps/armors. So, everybody makes them carry as much as possible without impacting the UT pool of the soldier. This means that whenever your soldier is strong enough to carry his default gear (a shotgun, a jackal, two or three grenades for an assault for instance), you will "feed" him as much as you can with grenades, rockets, and bricks just because you want him to get stronger... It's boring, and it's not a bad design, because you do not give them the extra-gear "in case of emergency", but only to improve their strength. A sollution would be a rollback : setting the StrengthCoeff over 100% (105, 110 %?). This way, improving your xenonaut's strength would be a strategic choice... But we would behave the same way (stuffing our xenonauts) at str max + 1. Who cares losing 1 UT (over 60+) when it allows you to gain strength ? The gameplay would be the same. Another solution would be to discrease it to 0%. A xenonauts earns strength when he moves and that's it. It's a shame, but it avoids us boring minutes of brainless-grenade-gearing. Should anyone have an idea, please feel free to share it! Accuracy (4PtP, +2 max after mission) Again, I love the idea, but their are flaws. First, your machine gunner improves this skill much too fast due to the range of the LMG. Everytime I use one, he gets more accurate than my snipers! Same issue with the rocketlauncher. This could be solved by discreasing the range of LMG and Rocketlancher, but it could/would cause other balance issues. Another flaw is that (while i'm not sure of it), you can improve your skill with nonsense shoot. Let us say you've spotted an alien inside a UFO. The sniper (or gunner, or any creature of the creation!) outside, which LoS is blocked by a UFO wall, can try to shoot the alien.... So he can improve "freely" his accuracy. Moreover, does burstfire count as One or Several attempts ? A solution would be to gain PtP when the xenonauts manage to hit his target, instead of attempting, and removing the range limit. This way, a sniper succeding a shoot from far away (more than range x 1.5) would gain a PtP, and the machinegunner hitting eveything but the alien would keep a low accuracy stat. If so, the PtP must be reduced (to 3, I believe). Reflexes (3PtP, +2 max after mission) Despite hard tries to improve this skill, it grow veeeeery slowly. Maybe we should reducte the PtP to 2 ? Bravery (PtP1, +2 max after mission) I never saw any improve. Well, I never panicked. I have no comments about this. Resilience (4PtP, no max after mission) I like it as is. maybe we shoul gain PtP when hit (+1PtP when soldier get hurt). No, please, don't voluntary hit your dudes! What do you think of it ? Edit: Apologies for the topic title, a "E" snicked within!
  11. Hi, Like in v18 + HF2, I can completely heal a wounded soldier (from another mission) with my medipack.
  12. Hi, The rocketlauncher and the LMG do not reload after a mission. You have to disarm-rearm manualy (at base) your troops to get them reload, otherwise you beginn the next mission low on amo.
  13. About expansionist strategy: I was able to build a second base on october, the first. It was operationnal the 15th, with a second strike team (50% vets, 50% rookies), and a foxtrot. October 15th: My first base had 1 foxtrot + 2 condors + 1 charlie, My second base had 1 foxtrot + 1 charlie. Then I built a bought a condor and built a corsair on my second base. December 15th: My first base had 1 foxtrot + 2 condors + 1 charlie My second base had 1 foxtrot + 1 condor + 1 corsair + 1 charlie The early second base requires lots of sacrifices: I dismantled the missiles turrets and garage from the first base, recruited nobody, and build no gear at all but a foxtrot. Playing so, I just had enough money on october (+/- 1.3M). This means that it is afforable, while pretty dangerous: your troops have no jackal before the end of october, wolf battlesuits and laser weapons are a real decision (you can't have your two strike team fully equiped with both), which means you have to choose who will wear a wolf, who will wear a jackal, and who will run naked under the sun. While extremly interesting because I could easily manage (and choose to play at day) terror missions all around the globe, and crash twice more aircraft, the financial sink due to the second base maintenance do not worth the price. The buildings cost around 1.5M, then you have to gear the squad, and pay maintenance fees. If you compare it to the money you manage to loot and the extra income from states, it appears that having a second base is still a sink of money, and makes the game deadly (because you can't well gear your boys). I thnik that strong consequences from states could make this strategy more viable, by increasing the money the grant you (and diminish the money earned from loot), or increasing the frequency of events when alien ships are not tackled. If we drop more money everytime ufos are not crashed, an expansionist strategy will be more competitive than it is now.
  14. fight alien during 4 month with only balistics, you'll se that it's a flaw
  15. Hi, I just recieved a message telling me that a Foxtrot was built. I clicked "Go to Aircraft" to rearm it, and I saw (with the top left clock) that time continued to flow.
  16. Hi, four of my xenonauts have been injured during the first mission. They were about 70% HP so I could send them to the second one, and when the mission began, they were still harmed. Thus I was able to fully heal then with the standart medipack, and when the mission ended, they (every four of them) were 100% life. In a nutshell, if you have injured xenonauts, send them, heal them at the beginning, kill'em all, and you will be full again. No need to wait, no need to medic, just riot! I... believe it's a bug, isn't it ?
  17. Agreed... Thus, I failed, I wanted to post it in the other topic...
  18. Another point that needs to be settled is the tech tree. So far, I reached plasma before laser and it seems that some of us have experienced it. I know it is because of the organisation of the tech tree, but I believe it's a flaw, for two main reasons: First, a new player would'nt understand why a "later" technology is less powerfull than a "early" technology (Assuming he reaches plasma before laser) Second, if the player is unlucky enough to fail to recover ufo power source (as I have been, from september to january) he must fight resilient deadly alien with only balistic weapons and jackal armours. believe me, night andron terror mission are pretty hard! A solution would be to "force" a scout ufo to land before the end of the second month, just as there are two crashed ufo.
  19. Oh, yes indeed, apologies... I should upgrade my forum's necromancer skill!
  20. Hi, I am not sure this post belongs here, but I don't know where to put it. There is a missing sprite: Jackal armor + alien plasma pistol, facing NW. (the soldier stands invisible)
  21. Hi, My game just crashed (three times in a row) when I tried to equip default loadout. The fact is that I had no more jackal armor to equip, and I tried to equip a loadout which contains a Jackal. I was expecting an error, I had CTD instead. So, if you are unable to equip the loadout, a CTD happens.
  22. Similar issue (V17.91 Standelone's build): 2 crashsites appeared. I cleaned one, let the other one voluntary fade out. I had no pop up anymore afterward: No monthly financial eport No research, craft or building pop up No Ufo / terrors pop up despite they continue to appear I was unable to intercept any ufos nor terror sites: clicking on them didn't trigger the usual "launch" popup 4 Ufos landed over my base and stayed 5 month (I believe they were supposed to raid my base, but no mission were launch) I was unable to build a second base (could not place it on the map) the "ESC" key had no effect: unable to save, load or even quit game: I had to alt + F4 I believe all of those bugs are linked and appears when the player denies a ground mission (willingly or not). Edit: seems to happen when the player denies a terror mission.
  23. Same issues on night missions: props appears black with no textures. Edit: I use the 17.91 standelone's version.
  24. "Jinx" He shouldn't have lost last diceroll...
  25. I believe there is a bug in the Item Destruction Code. I just threw a flash grenade on a Sebilian, and his gear was destroyed: he ran away, I killed him, and he had no gear. Moreover, when I wen to the previous spot, there were destructed item. I threw then another flash on my own soldier (they realy gotta learn to throw), and all his wargear has been destroyed. Good luck, bug hunter!
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