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Skitso

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Posts posted by Skitso

  1. It hasn't come to my intention that I said anything about polishing and minor bug bashing.

    If you want to threaten me for voicing my opinion, go ahead. Make your threats. If you are so confident in your ability of judging others and you want to classify me as a trouble maker, suit yourself. You only show what kind of person you are and how well you treat your customers.

    Looks like the labeling as trouble makers for those that say their opinion loud(and it is not the one the authorities like to hear) is not confined to the governments, but to game discussion forums as well...No wonder why everything is going to hell.

    EDIT: Hell, I really was not expecting that. This was an outrage, really. Damn people, you should have thought before posting that. You pompous brat.

    I'm a long time lurker and have read these forums for a really long time, I just need to say that as a matter of fact, you have been acting like an ass lately... and I say this without wanting to take any sides. You just need to calm down and learn to behave like the rest of us, mmkay?

  2. I think this is how it was in XCOM, but if not, whatever it's what I want (in more detail):

    When a soldier is generated, two numbers are generated for each stat, the "starting stat" and the "max stat" (additionally, you could have a rate of progression randomized for each). You would want that, mostly, the starting stat and max stat would be related, so that a high starting stat gives a high likelihood for a high max stat, but not always so. The starting stats would, as currently, all be within certain fairly tight bounds (tighter than XCOM's, and higher on the whole). The max stats would be more variable, though. So, someone might have a max strength of 67, while another might max out at 82. Same for others.

    That with a reduced (by half at least) progression rate for stats would make the game more challenging and negate the fact that open maps allow "supermen" to just mop up aliens in the open without difficulty or risk.

    There are other ideas in the forums I like, like reducing progression per mission but making it easier (so you don't have to do lots of little bs).

    Soldiers could maybe have one additional 'progression' or 'potential' stat that would show how much and how fast one could gain experience?

  3. I think the way the ufo's are designed in the game atm is far from optimal in both visual and gameplay perspective.

    Tile based ufo's could be randomly broken after crash landing or blown up with c4 and other explosives to create holes in their hull for alternate entrances. They would also look better (like chinook) displaying inner walls when xenos are inside.

    Though, I'm sure there are reasons (technical, time, money) why it hasn't been done like this. It just looks a bit odd that ufo's visuals are handled in a totally different way than the rest of the ground combat interiors...

  4. Yeah, not all props need to work as cover. Shoud be pretty easy to add flavor props that dont have any gameplay properties what so ever. Small stones and rocks, debris, grass, bushes, all kinds of random crap.(JA 2 is a great example for this!) The maps could really use more stuff to make them look lived and not just artificial shooting ranges.

  5. Couple of weapon balance ideas: would it be possible to alter shotgun blasts to be a wide angle spread fire where all pellets would be fired simultaneously. This way it could hit multiple targets thus differenting the weapon and making it better without just upping its damage.

    I think sniper is ATM too good all arounder weapon. It's accuracy should be good when target is far away, but be almost unusable in close quarters. Could it be changed to miss more frequently if target is too close to the sniper?

    You shouldn't be able to shoot and reload rocket launcher in one turn.

  6. It could be a good idea to add a small state icon (similar to bleeding icon) in soldiers portrait for heavy weapon penalty, panic, in cover, suppressed and other states too with additional tool tip information on bonuses and penalties affecting the unit. BTW, I think there should also be a penalty for being hit. If you are shot, it should reduce AP, aim, reflexes etc for the next couple of turns.

  7. There's something odd going on with the alien spawns, as it isn't as random as it should be. At least, that's my experience. That or the aliens always seem to move to the same spots and wait.

    Should be addressed in the next AI update, which will have more aggressive aliens.

    This is what i'm experiencing too. Alien placement and/or moving doesnt seem that random...?

  8. There isn't a thread for Beta AI behavior discussion yet. Or at least I didn't find one.

    I posted some of my thoughts in the mapping section already but I seemed to wander off there.

    I think alien placement should be more random and dynamic. At the moment the levels are full of places that you simply know not to have aliens in. I know the AI is not done and that it's ment to be more passive at crash sites, but I'd like them to wander around the levels more active, set ambushes in second floor windows, patrol in packs etc.

    There should be more variance in alien numbers, like 1-6 on small scout vs. always 2 or 3.

    My point: there shouldn't be too rigid rules on maps or alien placement to keep things fresh and frightening. Surprising and unexpected should happen now and then to keep the player on their toes. ATM I can move around the levels too carelessly knowing where the enemies are and how many are left to kill.

  9. Sorry to doubple post, but I think alien placement should also be more random. At the moment the levels are full of places that you simply know not to have aliens in. I'd like them to wander around the levels more active and set ambushes in second floor windows etc. My point: there shouldn't be too rigid rules on maps or alien placement to keep things fresh and frightening. Surprising and unexpected should happen now and then to keep the player on their toes.

    ATM I can move around the levels too carelessly knowing where the enemies are and that there is only one left for I have killed two already.. ugh, going slightly off topic here.. ;)

  10. I think too rigid rules on how to create a map in a certain tileset could make the game too predictable. IMO there should be lots of maps that break the pattern to surprise the player. Of course there has to be some guidelines to make maps functional and playable but otherwise I'd like lots of different and even surprising layouts in each tileset (although I understand they should in general differ from each other gameplay wise)

  11. Are the crashed ufo graphics final? I'm asking because I think the older ones looked much nicer. They had lots of visible air combat damage all around the hull and were digged deep in the ground with long crash landing trails in the ground behind them. I hope the new ones are going to get the same bashed up treatment. :)

    I also hope they will have some debris (as additional cover maybe), fire and some smoke around them.

  12. It's not only about the animation speed but the relation to xeno's moving speed. It's really fast to experiment on your own actually. Just alter one troop (for example a xeno with basic armour and machine gun) it's only 8 files. Then in game equip all troops with machine gun and move troops around.

  13. Okay, I changed xenonaut with basic armour armed with machine gun to use frametime of 25 in running animations and it sure looks a lot better already! Maybe should be a bit slower value .. (maybe 30?) I don't know if other animations like shooting and going prone should be fixed too, but the running was the most important and it looks much better this way as the animation speed matches better with the units running speed. Maybe jumping over obstacles should be made a bit faster too..?

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