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smoitessier

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Everything posted by smoitessier

  1. my 2 cents The aliens have their invasion time tables, lot's of red tape etc.. How about the score of the earthlings and the aliens are compared to each other, every set time period. If the alien score is too poor, i.e. the orbital commander isn't meeting his quota set by the emperor, then he increases momentarily the pressure, then in the next set time period he compares notes again with how they are doing and may decide or not to try and squash us again? By 'momentarily' increasing the pressure; either.. a) The ticker goes up a notch, but plateaux for a little while before continuing it's ever upwards crushing progression. But it has a cap so if the player is doing very well he would not be overly penalized. b) Or the alien numbers are greater on missions, both ground battles and Geoscape. Perhaps the odd rank increase mingled in their troops? By the score I mean add up all the successful AI missions across the globe represented by falling nation scores, and vice versa add up the xenos nations rep gains. If orbital commander is down by set % @ set date he gets mad and reacts, or madder if he is doing very poor, because he can't do anything about it
  2. Love your Seb and andron ideas, the Andron sounds like it would need some more animation tho
  3. maybe that's how many hit points they had left? noticed same behavior with heavy plasmas doing 10 points to a LF then he died
  4. It was a Corvette which was landed and escorted by 2 fighters, that kept landing and taking off. It had no crew, and funny thing is the escorts continued to take off and land as if following their mission directives. Save : (they to the NE of the alien base) http://rghost.net/47167672
  5. The aliens in a Corvette shot up and destroyed 1 of their power cores, but I got to salvage 2 units at the end Save: http://rghost.net/47167672
  6. The East sprite is missing for the combat shield/plasma pistol/jackal armor
  7. Thought it was pretty cool they could shoot through walls, thinking they have heat sensors, but probably a bug
  8. yeah takes a bit of getting used to them, and i'm still unsure sometimes when selecting an AC, glad it's not just me
  9. Yeah it's too bad the big mean lizards have manicured claws, but guessing it's too much work to render the sprite animations now, come to think of it would be nice if they could hop on 3 meter high roofs.
  10. CTD after trying to fire 2nd avalanche after clicking return to base because of low fuel, target was still in weapons's arc
  11. Was the selected soldier, in a corvette, farm map, what was odd is once the cockpit door was opened I could the FOG was lifted in the same turn, without having to move/turn a soldier that was facing it.
  12. Couls not path through in either breaches But after using another rocket in the above could pass as normal
  13. Yeah agreed, right now the UFO defenders AI is borked, they just sit patiently la lal la waiting for you to get ready for a perfect entrance, and there are only a few (early on). In future builds, the aliens around the map will come charging back to the ship, the questions are; Will they wait for you to secure it first? Will they come running as soon as the guys inside are aware of you? Or will the team inside coordinate with the flankers outside and charge out and catch you in a pincher? I hope the last two
  14. Having it in excel format actually helps because it's now in an easy human readable language, just need an excel compatible program to read it
  15. Aaron said that in a future build, after we destroy fighters/bombers, we will get a pop up saying we got X alloys to help with ballancing
  16. Yeah agreed, I think shields should have a vision penalty on top of armor's vision penalties, they should stack Right now I've played a little with v19.2, about 8 light scout missions and didn't even bother to save once, and didn't loose anybody because I use shields now that they aren't borked. This could have something to do (and I suspect it does) with the abysmal hit chances in open cover, i.e. alien can't shoot jack now with plasma pistols at least. Also think the starting shield HP's should be halved and you get a minor boosted version around the time jackal, then each later tier armor is developed.
  17. I'm not a big fan of the new arc overlays in v19.2 It makes me zoom in so close to see when i can fire my sidewinders that it makes the alien ships (so far light scouts) look ugly. And now that I think about it, I don't know why we know during the first ever encounter how far their weapon range would be, I guess once we attain their datacores the scientists could include it in the reports and it would then be visible in future air combats. I guess what I want to keep is a sense of tension not knowing when you are in range of their weapons, at least at the start. edit: same for their names, how do we know it's a light scout and not a fighter for instance, or a strike cruiser vs a cruiser etc... Also why don't carriers have fighters that fly out of it?
  18. On the last turn I threw a gas grenade and knocked out a cesarian in a light scout and two xenos, CTD after soldier stat screen.
  19. The spinning thing sounds like the anti-grav, It disappears on reloads in 18.3, the thing that exploded was a engine i think in the other room. Even if the anti-grav's prop disappears on reload, and it was unharmed, you should still get it at the end of the mission, haven't got that far in v19 yet.
  20. right..... would it be possible, since they are freebees, to get new ones automatically once back to base? I'm sure some people somewhere have a huge stock and just give you a new one while they are fixing them, right?
  21. Just a question now that you successfully commandeered the ship in mid-air, how do you land it?
  22. Never played apocalypse (need to find manual and or a tut) so I don't know how much of a game breaker it was Another teleport idea would be based on the aliens' ship's teleports to go up and down levels, could say the xenos hacked it, problem is you can only send them 1 at a time in sequence, and you have to make sure the soldiers get out of the way each turn to let the next guy through or zap!
  23. LOL! FTL had teleporters, much easier, this might be possible for late tech research? Option 5 Tech girl: We've perfected short range teleports captain, only problem is we need to build a landing bird that can attach it's self like a Remora on the underbelly of those big unmaneuverable birds, like that hollywood movie with special forces boarding that jumbo jet in mid-air, hey I even got a cool name for it! the XXX- REYMORA! sgt thothkins: huh? Seriously how cool would that be, just missing hard points on the Charlie for beam me up Scotty, and say just need to be super close to the target.
  24. I've only seen panic when I took heavy casualties, and that was in an v18.3 were I save scummed a lot and got to january. In V19HF1 I've made it to Oct 1 without save scumming and only lost 1 good girl, and haven't seen any panic what's so ever, maybe that comes later tho when wolf armor get's torn to shreds. here's my crew. I'm not sure what that calculation you mentioned is, but yeah there would be normal and fast learners or like you said, even better, a bigger mix of slow and fast learners, if it's not a hassle for the dev team. This hidden stat if you want to call it that, is the byproduct of taking risk, more stressful engagements = more rewards. It's true that low bravery soldiers would be more in the red zone in regards to panicking but that's also what makes them learn faster, this red zone. I like your idea, but personally I see no problem with long range snipers learning at the status quo, while the assault team that do the dirty work gain faster, plus you can always change role if they need an extra boost down the road. Also idk, but is Xeno using the same calculations for accuracy training as the OG, i.e. more aimed shots train faster then snap shots?
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