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smoitessier

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Everything posted by smoitessier

  1. Lovely painting, just imagine the new game with simultaneous actions taking place in the turn, like your painting illustrates perfectly
  2. Yeah very nice, are mods easily added now thru the in-game menu?
  3. Yeah thanks GH for all the work you've done and the fun! I wish you much good reviews
  4. I don't know if this was suggested, but what about increasing the TU cost of opening doors so it puts the soldier bellow the enemies reaction threshold? Of course this can be mitigated by waiting a full turn to be at full TU before opening. So it would be great if there was more edgy suspense, ie the AI could open doors without having to cross it, and shoot at you, or even better clear a way and rush out and flank you
  5. I'm unsure about corvettes in week 1, only because I was able to shoot one down with 2 condors with auto resolve at 25%. I don't mind them flying around but there's a lot of tech gains from the salvage, even thu you don't have the labs to help much. But that's just a first impression and don't have time to test it out
  6. Yeah it would fix the closed door issue which is really kinda glaring. In addition I think it would add so much more... tension. Would it be so bad if an alien popped out of nowhere then killed one of your lone soldiers and then disappeared, leaving you to guess were it had gone?
  7. Does either of these setting influence the AI at all?
  8. I like the idea of skirmisher/scouts, and if it's not already in, would love it if alien officers could influence that outcome, and if they were engaged by xenos, or just plain died, then the super aggressiveness could kick in, but not for the entire map, just their sphere of comand. And I haven't played in a while but it seemed there were too few aliens after Chris's balance patch were it was super dangerous, and has since been scaled back from what I understand, but keeping the same numbers of bad guys.
  9. I wouldn't mind if there was time in the campaign and if there were only a few logical key techs, for example I fail to see what alenium is used for in regards to laser and armor manufacturing. And I still miss the alien power source requirement to make a blast furnace to make alien materials (wich I don't think are needed for laser weapons IMO)
  10. If the aliens could just open the door from their side that would solve it.
  11. There is no way to need two or more required researched techs to unlock another? Maybe something that can be handled in the polishing phase?
  12. I could see them later in the tech tree, that's my biased opinion only because I played a lot of UFOAI, we're you started out with a stun rod, then got gas later (or I think it was, I forget)
  13. I really hope the Devs find the time to fix the situation where you can see enemies after you close a door that they are behind, in real time or at least at the end of your turn.
  14. If you didn't move at all with the machine gunner it would be cool to be able to reaction shot
  15. I miss the old APS research it was original for me, I hope we get to see it again under whichever form, I.e like the free race analysis research
  16. Seeing evil local forces throwing smoke grenades and shooting plasma at us would be really cool and with Shields!
  17. I think it should stay has it is, or close, the reason why is there is already an artificial feel with the monthly cycles (to my taste), bigger and bigger UFOs like clockwork. And why would the world governments (on a monthly basis) decide to forgive you your lack of effectiveness? Well I could think of one reason, but it's kind of stretching things, and it could favour ground combats a little more, at least for players that are low on relation points. It would be to account for every civilians you saved in the GG and just tally them up at the end of the month to count for a relations boost, but not a financial boost (for your balancing reasons). *cough* For airstrikes some or all civilians should be lost as well. BTW I think if you balance this game to death it won't be so fun anymore Also what is the accumulating civilian death toll for? is it just some visual numbers for the player to feel bad about? does it do anything?
  18. Yeah I hope the devs will get that fixed soon, it will increase the suspense a notch or two!
  19. The soldier reporting back with the debriefing is good idea I'm not sure if having a chopper in the screen is good idea though since it's supposed to be out, also the soldier should be wearing plain coveralls so that it will work in all the tech phases to be coherent.
  20. Agreed a taller row for the soldiers would allow more info i.e. all the stats and a +1 underneath some of them Oo!
  21. The system is great but easily abusable at least early on when you can storm a light scout with shotguns and run all the way to the back of the ship and shoot them at point blanks from the sides. maybe it doesn't matter because later on in the game the ships will be bigger (thinking landing ships big), and it won't be so easy plus with more adversaries. Other wise I was thinking perhaps if it's not a huge amount of work, to apply a bias to the AI's and Xeno's reaction based on how long an enemy stays in LoS while moving. If the enemy is heading straight for them their calculations could give them a slight bonus. Something like each successive turns they pretend that you use extra TUs (idk +1-2 TUs?).They would loose said bonus as soon as they lost LoS. Maybe it's too complicated, maybe just letting the AI think you use 4 instead of 3 TU's would fix that? Or maybe it's just as simple as applying a bigger penalty to weapons?
  22. Yeah it would save time, also every times we go back to the personnelle/barracks screen we need to hit sort by TUs or what ever your favorite sort order
  23. I wonder if just getting a soldier next to a civie could tell him to beeline for the chopper, probably not 100% safe, but much safer
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