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Mermel

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  1. The moment my soldier entered the teleporter field an alien got some reaction fire on him. He teleported, the screen moved and the shots were heard, but after that the game didn't continue. I waited for 5 minutes, but there was no further reaction.
  2. As per title. A button that lets me temporarily ignore the safe-TU setting for my soldiers. Or quick keys to change the setting. Is there something like that in the game?
  3. I guess the easiest way to simulate the traitor nations is to point the local forces the other direction. I think the coding for that would be minimal and thus be an option altogether.
  4. Well, in that case I'm one lucky guy. Two times in a row.
  5. Just a quick question. Has there been a change to soldier death mechanics for different difficulty levels? I just had a mission where one of my men got shot during the second turn. He dropped to the ground and I assumed him dead only to be pleasantly surprised he survived the mission with 1% health. Have I been lucky as hell or is there some noob protection on normal difficulty? Edit: As it just happened the second time, it's highly likely this is something set in the difficulty level.
  6. Another important thing are advances in soldier stats. For that alone I don't want to skip a single mission. I just don't have any options to compensate for that.
  7. Stolen from http://www.goldhawkinteractive.com/forums/showthread.php/7910-New-crash-site-mission Turn limit for some missions. With decreasing rewards for exceeding the limit.
  8. A production strategy is something I would like to see as well. It's easily modded in though, so no sweat here. I can also see where the whole thing is coming from. A lot of the design philosophy involves not being able to go for an easy mode and just skip ground combat except for some necessary missions. No training, no production for money, you got to go down and dirty for that. If you do it your units get better and there is a nice little bonus for money. I think it's better that way, not giving you an option to just skip a part of the game. And as said before... the basics to mod all that stuff in are there. I'm sure a mod letting you train your people more than once as well as upping the selling prices will come to be sooner or later. Good luck on the balance though
  9. Just reducing the brightness of the image should do the trick. But anyway, thats something for a far out wishlist. I would love to see it, but don't count on it
  10. Whatever is done to the vehicles, I just hope power creep doesn't hit the whole balance thing. As for that, I like to take back any support for increasing sight range. Drastically increasing total TUs and TUs needed to fire the main gun seem more appropriate, as it also promotes scouting with the hunter, but in that case with a certain degree of risk.
  11. I think Max got it mostly right. Keeping the Vehicles interesting throughout the ages should be a major concern. Giving each of them a unique theme sounds about right. I just have to add that adding HP and armor to the hunter doesn't seem right, as it would make the light scout age completly trivial. I'd rather see a research path to increase the health after the light scout age than making the hunter tougher from the start.
  12. I think the role of the damage dealer is already well defined. There are a lot of ways to deal damage in a multitude of ways. Stun, AOE, Precision, Hypervelocity, you name it. So damage dealing doesn't feel like a thing that compells me to take a vehicle with me. What remains are scouting and tanking duties. Personally I would like to see vehicles primarily in the scouting department, as it is also kind of tanking in the sense of preventing damage through superior intelligence. I have to admit, that I havn't seen any vehicle but the Hunter in action so far, so I can only comment on that one. Bringing its sight range on par with the sight range of caesans should already be enough to make me very interestet in bringing one along instead of two recruits. As for other characteristics and skills that would be interesting: -Small hover drones taking up half a slot (So you're able to take two instead of a soldier) as fast, fragile and weak scouts even within buildings. - Smoke screen launchers on vehicles - Improved sight range during night (like thermal vision or headlights like mentioned above) - Flare arrey lunchers on vehicles, scattering several flares in an area for high efficiency lighting - expanded field of view - A grenade that provides short 360° LOS where it is fired, like a lunchable camera - Vehicle providing low cover - Expanded sight range of course Ram attacks as mentioned above seem like a bad idea to me. Their usefulness would at best be questionable, as the vehicle has to come into close combat with an alien to do the attack. Thus the ram attack itself is highly situational and not really a point of sale. I would rather go for a lower hanging fruit that provides more general usefulness so the work invested would pay off and don't just fade away into "I never use that feature"
  13. I have to agree to a lot of the things mentioned before. The starting Vehicle gets pretty useless as soon as plasma rifles pop up. And as two soldiers provide essentially more flexibility and chances to get better than the vehicle in time, it's a no brainer to go for the soldiers. The only way to get the ground vehicles back into the equation is by letting them provide something you want but can't get anywhere else.
  14. Shoot down the escorts, disengage from the fight, reangage, shoot down main craft. This way the CTD that seemingly only occurs if an escorted craft is downed, doesn't kick in.
  15. There is another workaround that makes the game a bit harder actually. You have to shoot down the escort craft, disengage from the fight and intercept the now sole main ship again. This way you can escorted craft are downable without a CTD.
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