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Malachai13

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  1. This is great to hear, good job Goldhawk! d()b I have a concern with flares and ammo, mainly i would think it would be really cool if we could pick up flares and re throw them. This would allow you to reduce the number of flares each soldier has on a night mission, and would add to the tension. I can't tell you how many times in the original UFO Defence I nervously held my breath a i told a soldier to retrieve a flare we desperate needed to spot an enemy. This would add a layer of tactical options/decisions I feel is sorely lacking at the moment IMO. The other hope was that we could have at least a small cargo bay in our transports for spare equipment, just in case we feel we might need it. Also, I REALLY am personally bothered by having free unlimited ammo, even for earth weapons. I feel we should at least have to order it in, at relatively low cost i guess, but that's just me.
  2. Im actually going to update the Inspire power in my thread thothkins, in that it has a major risk, that being that if the user is killed while channeling it, everyone in the AOE suffers imminent Mental feedback, proportionate to how close they were to the psion(and thus how strong an affect they were receiving) edit: Also, neat post I had a few others, and my ideas were that the aliens powers were insidious, targeting your moral, and minds, while humans have always been more,... direct
  3. hey pankakes, thanks for laying out your thoughts, now about my ideas for rally and inspire: Rally would be a single target, high TU effect that would restore morale and provide a small boost to bravery for a turn or 2 Inspire/ Paragon: Aoe buff to combat related stats centered on the user, with the strength varying depending on how far a soldier is from the user, and would not stack with itself from another psychic if you were ablt to get another to that level of power, and it would be a toggle on/off, with it lowering the Maximum TU's of the user as long as it was on (25-33% perhaps?)
  4. Thank you for trying to be nice, and I'm not upset with pancakes, though i would prefer ideas on how to improve my ideas, not straight complaints, as far as i can interpret them, and psyshock wouldn't prevent reaction fire like suppression, but would "burn" some of their TU's, at least that was my rough draft idea. ANy thoughts on the equipment side of things?
  5. A few ideas on "lesser" powers: Psyshock: Weak psychic attack that deals light damage, also drain TU's in proportion to power of user and TU's spent to execute the ability. Cryokinesis: Generates a AOE (either small to medium, perhaps determine by individual power) does no to light damage, but reduces TU's and Reaction for 1 to 3 turns, both based on users power Rally: Restores a set amount of moral, divided among one or more friendly troops in the affect, based on TU's spent to us it, and is generally more effective than the small boost from the ultimate ability, due to this being dedicated at this role. Inspire/Paragon(just some name ideas): Most powerful ability humans can manifest, this is the aformention toggleable , constan buff that reduces the useres maximum TU's As long as it is on. Just some ideas, any thoughts? (please be polite and constructive.)
  6. I like that, one idea i had was that since our brains are different, we have different powers (once we replicate the tech to amplify them enough to project them) My idea for the humans "super" psi power was, instead of mind control, like an AOE "buff" around the wielder, which required the user to reserve a portion of their time units each turn they have it on, until they toggle it off. This power would provide small combat bonuses to any allies within range, with the benefits growing weaker the farther out in the effect radius you are. This would allow you to decide if you wanted your valuable psi trooper to hang back and give smaller bonuses, or risk them closer to the front and give more powerful bonuses. I also think that specialist equipment, a-la psi amp from the original, and some other ideas we concoct (which should probably be very expensive, thus making it inefficient to "spam" psi troopers) would be a good idea, like the equivalent of the psi amp would be a pair of gauntlet like apparatus, which would allow the wearer to use their abilities, and function like a "psi pistol", ranging in power from standard to plasma weaponry as the user grows in psychic power. Ill make another post after this one for a few ideas on lesser powers.
  7. Wow, alotta good discussion in this thread so far, thanks guys, and for some additional feedback, maybe humans discover some psi powers unique to us? I also wouldn't mind waiting till after release for psionics as an add on, at any rate, and i CAN live without them. It's just "nice to have, but can wait or not happen". :3
  8. I was browsing the xeno wiki earlier, and noticed under "Psionics" it said that humans cannot get access, even limited, to psionics. ,.... WHY? I personally found psionics to be one of the best parts of the game. Commanding you troops, enduring mental assault after assault, and then one day unlocking those powers for your self. I remember the first time I turned the power of the mind onto my extraterrestrial foe. I wore a grim smile, watching those little grey B******s run around in panic. I honestly believe we should, at great difficulty, and cost, to be able to research psionic warfare. I would add the addendum that we only have access to a limited number of the psionic powers, at least not mind control(unless perhaps if you can interrogate a praetor). Your thoughts folks?
  9. wow, a dev actualy responded, my problem is that i bought it off the game website/ desura website, and cant even install on the client
  10. well i pre ordered but it doesnt show up in desura, so i have to download off the site and when i try to install on the desura client, it wants me to buy it AGAIN
  11. Title says it all, is this common? i payed the 20 bucks, and want to play, so any help would be nice, thank you, just joined up:)
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