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Tam Elbrun

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  1. compared to other indie games this one seems to be getting delayed a lot. any timeframe on beta?
  2. You should seriously give your staff badges, that show up the way our preorder badges do. Other than Chris, I can never remember who's staff and who isn't. It's confusing.
  3. One possible solution to that is to have the advanced weapons be 'combined effects' weapons that require varying combinations of the type 1, type 2, and type 3 weapons as stepping stones: Ie: reverse engineering the magnetic components of plasma weapons for use in Gauss weaponry, modifying the particle beam emitter from a laser rifle to boos the power of a plasma weapon, etc. the other possible solution is type-specific defenses: Magnetic deflectors that disrupt lasers, but can't stop shells or plasma. Kinetic repulsion fields that stop solid rounds, but don't do a thing to energy ammo. smoke-like grenades that create an ionization/scattering effect which dissipates plasma charges, but doesn't stop the other two. Armor that effects all three equally, but can be taken down with heavy explosives, which would be a waste to use otherwise. these force the player to use a mix, so they're ready for anything. or do both.
  4. Pointless feature given the game's turn based nature and the scarcity of cover tiles. having to uncrouch manually in the jagged alliance games always bugged the crap out of me, so I can see it being just as big a pain in the ass here. Chris should spend his time on something worth while, like fixing the medkits.
  5. except that refitting an existing machine that's still in working condition is faster and cheaper than building a completely new one from scratch in a lot of cases. what if the player doesn't have the funds/extra hangars/down time, to build all new craft? This gives them an alternative.
  6. Ooh! that gives me an idea. New missile type with it's own firing mechanic that DOES spawn multiple projectiles from one launch. CLUSTER MISSILES! Useless against small targets as the warheads spread too much and the main warhead is weaker than normal to make room for the cluster launch mechanism, but against big targets, LOTS of secondary damage from the spread. think the game engine would be able to handle those?
  7. this will make the idea i had MUCH easier, though I'm waiting until it has an 'add weapon' function otherwise i'd have to do that part manually.
  8. in the plasma research it very clearly shows magnetic accelerator coils, which has me wondering if there's going to be gauss weapons showing up at some point. Until i've played the beta version to see for sure i haven't a clue, but it doesn't stop me from wondering. Either way come beta, i'd be interested in seeing, or if no one beats me to it, making a mod that lets you A) build upgraded versions of your existing weapons by jurryrigging salvaged magnetic coils to them and using iron rounds, B) use Gauss weapons later in the game, & C) have the aliens catch on to what you're doing and expand/improve their own arsenal by mimicking bits of your gear they don't have or didn't think of later on when you start getting the upper hand. which will probably take forever due to editing a bajilion sprites but whatever. REALLY wish gold hawk had used a more efficient sprite system... Oppinions? ideas?
  9. Well, yeah, that's kinda what i was thinking when the whole researching miniaturizing thing got brought up. build your own milti-missile pods. Not quite what the op had intended I'd wager, but if they're unlocked by research anyway, manufacturing them yourself opens doors that wouldn't otherwise be possible. Alternately, you can eliminate those two materials by haveing a pair in-between techs where failed attempts at synthesizing those materials leads to ones humans can synthesize, that's close enough for this but not good enough for other projects? or, hell i dunno.
  10. ok, if upgrading the ufos is out due to cannons, make it come after alenium and alien alloy research then add the following dialogue to the upgraded missile capacity research: "Ever since we refitted the F-17's with reinforced armor, in order to combat the alien menace, our pilots have been grumbling about the reduced missile load out they have available due to the weight. However, thanks to the alien ship components and hull metal we've recovered, we believe we've solved that problem. By reducing the weight of our fighter armor, and using alenium to make smaller equal yield warheads with the same impact force, our fighters are once again capable of carrying their normal payloads." why after alenium you might ask? because the combined destructive force of the multiple missiles might be equal to or less than a single upgraded missile, i can't say, but it's certainly more versatile. Plus alenium warhead tech being part of how they kept the same yield in a smaller package rules out miniaturized alenium warheads which could easily be rather be broken.
  11. not if you alter the game so it thinks the mig sidewinders and the f-17 sidewinders are different weapons... of course that creates other issues. as for the more missiles tipping the balance, reinforce the hulls of the ufos, and give the late-game craft similar ammo increases.
  12. So i WAS going to try and check if a few old bugs were still happening and if any new ones had popped up but this happened.
  13. Can someone confirm how many of these are still in 14.11? I'm going to go test that now.
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