Jump to content

GizmoGomez

Members
  • Posts

    2,105
  • Joined

  • Last visited

Posts posted by GizmoGomez

  1. Feel free to delete this if I'm spamming too much, I'm not sure about how freely we can post here. If you do delete it, please send me a copy as a private message so I can repost in a more proper manner.

    AUTO

    - Any amount of auto shots may be fired, costing x% TU each.

    - Each auto fire burst costs y% TU, regardless of how many shots are fired. This cost is deducated after the shots are done, for reaction purposes. x and y differ from weapon to weapon, making some weapons semi-automatic (high x, low y = good for small bursts) and others fully automatic (low x, high y = good for large bursts).

    - The enemy is allowed to react after each shot, same as other modes.

    AIMED

    - Any soldier who cannot see his target is only allowed to use an aimed shot at it.

    - Aimed modes are weakened across the board, especially for pistols.

    Wait, what? I don't know what you're talking about, to be honest.

  2. Yeah, the issue needs a fix. I'd like being able to shoot over things (and therefore soldiers) a tile away. I'd be able to simulate a firing squad to execute aliens. ;)

    This way I'd be able to have a crouching guy, a crouching/standing guy, and a standing guy in a row facing an alien.

    I'd fire with the crouched first guy, fire with the second guy over first's head and have second crouch, and fire with the third guy over first and second's heads.

    [a] [C]

    [a] [c]

    [a] [c][c]

    = standing Xenonaut

    [c] = crouching Xenonaut

    [a] = alien

  3. I will be honest, there is a heck of a lot of stuff going on with the sentinel armor images. I dunno if that's a bad thing, necessarily, though it may seem a tad out of place considering the rest of the game's artwork.

    Still, it looks awesome, and I'll use it. ;)

  4. I actually do something in a similar tack with my bases; I establish them according to Unified Combatant Commands, replacing the OCONUS regional tasking responsibilities at special operations headquarters locations of several key NATO and NATO-allied countries; surprisingly enough (or not, if you think about it), I've found this to about the most effective means of economic and efficient force distribution you can pull off.

    So... What exactly does that mean? ;)

  5. I don't honestly care.

    2 missiles is way too littlefor any fighter plane to carry, no matter how much you want to justify it with bigger fuel tanks (totally unnecessary when you can re-fuel in air at every air base in the world).And if oyu dont' get alenium missiles (I didn't).

    What then?

    I'm playing on normal, and game finances simply don't allow you to spend a million $ on hangars and airplanes. You can't cram them all in your man base even if you could.

    Which means a second base. Which again takes time and $$$ to build.

    All of it can be balanced. Damage, rate of fire, number of missiles carried. Alenium missiles might be twice as big and heavy as normal ones, but just 2 sidewinders on a fighter is redicolous

    A couple notes:

    In air refueling wasn't available everywhere at that time (as far as I'm aware, at least, I could be wrong).

    Also, the MiG-31 only carried four missiles, so we're actually not that far off. I agree, though, I'd like the missile truck to, you know, actually carry a bunch of missiles.

  6. I agree with the above statements; we shouldn't be rewarded for not choosing to play the ground combat. We should be compensated, certainly, but not given more than we would get from the crash site.

    Instead of making it an air strike, it should be something more along the lines of "Local Forces Assault."

    This way, there's

    [*] No lore-smashing, immersion-breaking, "nation air striking its own people" ridiculousness.

    [*] The funding nations would actually get the materials they want instead of blowing them all up.

    [*] The player would be paid for the "sale" of the materials that the Local Forces recover (in that they are Xenonaut materials under the treaty, but the nation buys them from you upon their acquisition), and nothing more (after all, you didn't do anything but shoot down the UFO).

  7. Ultimately ammo mules should not be necessary for anything other than heavy weapons. I'd want laser cells in particular (I haven't checked the capacity of plasma weapons beyond pistols) to be capable of more shots and really I'd like a couple more belt squares in the inventory to allow for more ammunition to be carried. Or maybe a couple of squares on each thigh or something. Distributed gear capacity is a military specialty after all.

    What's that saying; have enough rounds that if you run dry you have officially had a bad day and can go home?

    I agree; we shouldn't need to use gamey whatevers to play the game. Loading up soldiers with tons of ammo and dumping it in the chinook isn't what we need.

    Brilliant idea that could/would solve the issue:

    I really like the idea of an ammo crate in the chinook. Really like it. People's got a point; why wouldn't they have a box in the dropship that has spare mags?

    Personally, and I don't know if this'd be possible, I'd make an "Ammo Crate" equipment entity permanently assigned to each dropship (like soldiers are assigned to dropships) in the soldier equipment screen. Here you'd be able to load stuff into the inventory squares. In the dropship management screen you'd have another "ammo crate" symbol to move around (like you move around soldier starting positions) so you can decide where to place your stuff. It'd just pile the equipment on the ground on that spot.

    The "ammo crate" would be limited in what it could carry because of the size and number of the inventory slots. I'd recommend making it large enough for rockets, C4, grenades, and ammo, but not large enough for weapons or shields.

    I'd recommend this kind of set up:

    [ ] = equipment square

    [ ][ ][ ] [ ][ ][ ]

    [ ][ ][ ] [ ][ ][ ]

    [ ][ ][ ] [ ][ ][ ]

    [ ][ ][ ] [ ][ ][ ]

    The rows are one high, and three or more wide.

    Ammo, rockets, grenades, and C4 would fit easily in the spaces provided. Weapons would not; not even stun batons or pistols. (This could be altered by making the spaces 2 high and less than 5 wide if we wanted to allow pistols and batons).

    More rows could/would be added for higher-end dropships to accommodate the larger number of troops.

×
×
  • Create New...