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GizmoGomez

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Posts posted by GizmoGomez

  1. I think he's saying less retexture, and more "why does it look like wearing half a watermelon on top of your head, because no practical combat helmet ever designed looks that goofy, on account of it'd be difficult to even move your head normally."

    Wait. That might be mostly me.

    I second the sentiment.

  2. I agree with everything in this post, I think it would make the game much more interesting and remove some of the tedious UFO grinding. It also seems a much better compromise to achieve the desired results than anything else mentioned. For those that state it's akin to auto resolve, how about making this feature controllable via the options menu such as IRONMAN mode currently is. Some people will inevitably prefer the game to remain as close to the original as possible. Too many other versions of the x-com remakes strayed to far from the original formula. I don't see this idea as doing that but by giving people the choice will only serve to please everyone.

    I have no idea how much work would be required to make this happen but If I could help out in any way I would be more than happy to.

    Chris comment please I believe this is a very plausible solution

    Chris has said that he doesn't want anything where soldiers can gain skills except through ground combat. But what about getting rookies up to speed so as to avoid/skip the super boring rookie-training that we all will have to go through otherwise?

    One major con to the game (some see it as a con, anyway) is that there are so many ground combat missions. This is the entire point of this thread, even. The main reason why we can't remove all of the "boring" light scout ground missions from the late game is because we need them to train rookies and to build teams. The light scout missions are boring, the rookie training is boring, we should just cut out the middle man and fix training rookies and doing too many missions at the same time.

    As for mechanics:

    If 65 is too high a skill cap, maybe make it 60.

    Maybe make the cap increase as you progress through the game.

    Maybe it can only increase to, say, 60 on light/scouts, and 65 on all other missions?

    Maybe limit the local forces mechanic to the "smaller" ships or something so you can't just send rookies on a battleship mission and have them gain rank ups from that.

    While the exact details of the idea are up for debate, the idea itself is very sound.

  3. @Chris:

    One last thing:

    The way the Condor entry is worded, it implies that the alloy used for the airframe is used for some kind of armor.

    I know it's not, but it sounds like it is.

    (I will use spoiler boxes liberally because I don't want my post to appear really really long, and thus intimidate people too much. ;))

    Let me explain:

    See, if the enhanced durability from the new airframe is reducing the missile payload, the only logical assumption is that the alteration is somehow really heavy. The only reason it'd be heavy enough to actually affect how many missiles you're carrying is if it were really really heavy.

    Simply swapping the material of the airframe wouldn't remove so many missiles from the payload; missiles are rather light compared to an aircraft.

    Because the airframe is referred to as being really really heavy (heavy enough to actually remove missiles from the payload), it sounds like the reenforced airframe incorporates some kind of heavy armor plating as well, even if that's not even said.

    Obviously, this is a problem.

    The airframe isn't armor, and shouldn't sound like it is armor. However, because the new airframe is part of the reason why we reduced the payload, it sounds really really heavy and thus must be armor, because simply swapping the material wouldn't change the weight that much.

    Solution:

    If we disconnected the reenforced airframe from the reduced payload, however, then it simply becomes a reenforced airframe, no super heavy weight limits or anything involved. Because the weight wouldn't be mentioned, it wouldn't sound like armor.

    Problem solved. :)

    Personally, to fix this I'd simply remove the "(paid for via a reduced payload.)" bit, or at least rephrase the first paragraph as to mention the fuel and not the airframe as the reason for a reduced payload. Simple, really.

    Now, we have another (lesser) issue:

    This leaves the fuel as the only reason for reducing the payload. That's not the problem, though; it's the desctription, or implication, as to why we reduced the payload that I have issue with.

    The way it's phrased it sounds like weight is the limiting factor. Extra fuel would indeed weigh more, but it wouldn't be a major limiting factor.

    However, available hardpoints would be an excellent limiting factor.

    It's the most concrete, undeniable way to explain why we can't have more missiles: "We needed the hardpoints for necessary equipment; we simply don't have the room for more than two missiles." No one can argue with that, really.

    We'd have external fuel tanks under the wings and belly that take up a bunch of space. That'd make it sound much more plausible as to why we reduced the missile count. "We replaced the hardpoints used for missiles with much-needed permanent external fuel tanks."

    While this explanation would be rather good, personally, I'd add a wee bit more. (optional suggestion, take it or leave it)

    After all, you can't fill all the hardpoints up with fuel tanks.

    (I'm not just saying that; they really, physically, cannot be used for external tanks. You need "wet" hardpoints to use external tanks with, but much of the hardpoints are "dry".)

    To explain why all of the hardpoints are taken up, both wet and dry, I'd use one of two explanations:

    First, and my favorite,

    I'd say that UFO-tracking and alien base-detecting "sensor pods" (or comparable term) are taking up the remaining hardpoints (after the wet ones are used for fuel tanks). It's simple, it's believable, and it doesn't/shouldn't need to be detailed any more beyond that.

    (As much as I loved the ARDA system, you are right Chris, it could lead to confusion. :()

    Not only would this answer the "what would the dry hardpoints be caring" question, it'd also explain why the aircraft have insane radar/sensor ranges on the geoscape. That's one reason why I love suggesting "sensors" as the answer to the "missing missile issue"; you could kill two birds with one stone by saying that sensors are taking up the missile hardpoints. Win win, right?

    My second explanation is the "space magic" option. Simply say that "special xenonaut technology needed to fight UFOs" has taken the space of the missing missiles, and imply that the scientist is greatly dumbing it down for the commander's sake. It's also simple, it's effective, but it could be seen as an attempt to cheat your way out of explaining things by, you know, not actually explaining things and giving a non-answer. But, it'd be better than an unrealistic and false-sounding answer. ;)

    Whichever one you chose, the hardpoints would be taken up by both fuel and needed equipment. You can't argue against that like you can if you were to cut weapons for weight concerns. It's also more realistic than saying that all of the hardpoints are taken up by fuel tanks.

    Tweaking this would remove all of the major "inconsistencies and unrealisms" that are still on my list:

    • Aircraft having armor.
      I know they don't, but it's implied, even if unintentionally, that they do. If you remove the airframe as a factor in reducing the armament, and it's no longer implied to be super heavy (and therefore kinda like armor), then there's no longer an issue.
    • The armament being reduced so much.
      Fuel is a good reason to remove missiles (provided it's worded right). A heavy airframe-that-sounds-like-armor-due-to-its-exceedingly-great-weight is not a good reason to remove missiles. If you can describe how the Xenonauts fill up the hardpoints with something other than missiles, like fuel (and/or sensor pods), then there's no longer an issue.
  4. As far as the ARDA goes, I just thought it tied in nicely with the missiles detecting alien radiation bit. Plus, explaining that the underside of the wings are full of alien detecting equipment explains why we only can carry two sidewinders on a craft that has around a dozen hardpoints. ;)

    Thanks for reading our ramblings, Chris, we all appreciate it. :)

    (And I didn't draw that picture of the clip/mag thing, I just found it on the internet and thought it comical, so I shared it. ;))

  5. Well, "Adaptive Radiation Detection Array" is a tad too long, isn't it? Or is it?

    Ideally, we'd be able to have long strings and whatnot, and that's what we'd call it.

    How about this:

    In the Base Structure Construction List thingy we call it "Adaptive Radiation Detection Array".

    In the actual base's tool tips, we call it either the same thing if we have room, or if there's not enough room, "ARDA".

    Thoughts?

    I may just go into the strings.xml file and change the names myself, just to see what they'd look like. That'll have to wait for a bit, though, I've got work soon. ;)

  6. I kinda like "Detection Array" because it is simple and it tells the player exactly what the building does. It detects. ;)

    I mean, as much as I like the ARDA, the name without the description isn't, well, descriptive enough for a layman to understand what it means. "ARDA? Isn't that, like, a character from the Lord of the Rings or something?" (No, that's Varda. ;))

    EDIT:

    Exactly; if the term Array wasn't in there it'd be simple to call it ARDA Array, but like I said, too redundant and stupid sounding. ;)

  7. The Xenonauts can melee attack with any weapon (pistol whips are effective against Caesan non-coms. ;)). I like the idea of giving them a knife.

    Maybe when you don't have a weapon equipped the M button would be the knife?

    I like the idea of increasing melee damage as your strength goes up and as your tech level increases (being issued better knives, like, alloy knives, plasma knives, lightsabers, etc.)

  8. Yes, there is a melee attack. Press the M key and you see little damage numbers pop up.

    We can reuse an animation for a melee attack, I'm sure. I'd really appreciate this.

    As far as a last-ditch knife goes, I'd appreciate this. Heck, we could even get upgraded knifes as we advance in tech; regular knifes, alloy knifes, plasma knife, whatever.

    Maybe we could make the M key a "knife" button, so instead of a pistol whip, a rifle butt bash, etc, it'd be knifing the alien. I kinda like my pistol whips, though. I've literally massacred entire light scout crews with pistol whips (in past builds, the AI's too good now. ;)).

  9. Would it be a lot of work to allow us to rotate non-square weapons in the inventory? It would be very useful for anyone who wants to use a shield.

    This'd be really nice. I'd really appreciate it.

    Also, is there any way we could reuse an animation or something for melee attacks?

    Giving Sebillians especially a melee attack would be really awesome.

  10. That sounds good, actually. ARDA System sounded kinda meh. Ideally we'd have the term Array in there, but ARDA Array is rather, well, redundant. ;)

    ARDA Network, Detection Array, maybe UFO Detection Array? Extraterrestrial Detection Array? I dunno, ARDA Network works. It's all up to Chris, though. I'd like there to be continuity between the entries, it'd lend credence to the game's lore.

    Maybe simply "ARDA"? That'd necessitate a Xenopedia entry for the structure/technology, but I think we're going to have descriptions of base structures anyway. I'd hope, at any rate.

    I've not written an entry for the ARDA. Go ahead and write one up, Ishantil. Since there's no existing entry to base it off of, maybe just read a bunch of Chris's work and try to match the style.

  11. Yup. We've done our research. :)

    I am more than happy people are questioning it, though. Every good system needs to be proved somehow. Thanks for the questions!

    @ DNK

    Here're some explanations to (hopefully) resolve, or at least assuage, your concerns.

    Point 1: I didn't mention fuel tanks because the Xenopedia entry already does. I was only listing what we were changing/adding to the entry, not every point in the entry.

    Point 2: We're not going to say "huge geoscape sensor range" in the entry (you can read the proposal, if you've not already). However, the planes do need some kind of sensor system to detect UFOs from any direction, track them from any direction, and detect alien bases. UFOs (and bases, I'm guessing) emit the xeno-radiation, so it makes sense that a radiation detection system would be used to do all these things.

    Base ARDA: That's a good idea; each ARDA structure has additional arrays set up in the surrounding area, but you need a base structure to process the data (you can't simply make ARDAs out in the country side without a base, that'd be cheating. ;))

    Point 3: Solved.

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