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svidangel

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Posts posted by svidangel

  1. Kinda the wrong thread for it, but since it was brought up here....

    If there is an option for stun resistance, maybe the soldier versions of aliens should have a MUCH HIGHER stun resistance than the non-coms. Sure you can gas a few techs and researchers easily enough, but suppose the soldiers have armor and their own breathing apparatus, or implants to help deal with toxic chemicals... etc. Whatever justification, but in the end it will only be easy (like it is now) to stun the non-coms, leaving it very difficult to actually stun the soldier types.

    This allows people to get their early research done, but prevents abuse later on.

  2. Pointed this out in my drunken tactics thread a while ago, but 40TU burst fire has always been a terrible option unless your 20TU shot is over 95% accuracy. Basically unless you are jamming the weapon in their mouth, use single shots. The higher TU single shots will also do higher "average damage per round" at standard (non 95%) accuracy if you have to choose.

  3. Grenades, sure. Rockets you generally DO pay for, each and every time you hit a non-reaper alien. It's opportunity cost, true, but the weapons you destroy add up.

    But yeah, what Dranak said. I stopped using rockets in my main squad after that change. I still use them in the Beta squad since, well, they have no chance in hell of every getting statted up properly, so throwing them against a battleship worth of aliens kind of sucks using normal equipment.

  4. Well, I think people want a mini-map so they can see where the UFO is and some also think you should know where the UFO is because you'd have a location from aerial photos, pilot reports and even civilians calling the police. This solves both problems without revealing the map. It just tells you head Northwest or whatever. Plus it requires very little code and no interface changes i.e. no mini-map has to be designed and implemented.

    I think most people's comments were about the mini-map, not locating the UFO before landing. Whole other thread on that. I do miss being able to tell if I killed something in the darkness by looking for those little white crosses! Ah OG...

    As for getting around in game, at the moment it kind of sucks vs the original. Minimap let me know roughly where everyone was, and the 1-16 bar only helps if I know where each of the 1-16 actually are at any given time, and there is no visual indication of a soldier's number at a glance. If there were a minimap that showed the 1-16 as little icons, then the 1-16 bars would actually be useful. As it is, I shuffle things around too much and react to the environment and opposing forces rather than having 1-4 go one direction every time, etc. Otherwise I would probably get used to "just knowing" a soldier's number.

    In the end, aside from telling me who has moved, the little icon's are fairly useless as an overall tool for understanding the tactical situation and getting around the map. Some of the suggestions for putting role icons on instead of numbers, or just adding role icons might help a little bit.

    Would also prefer the Morale be removed and Ammo level be added in it's place, as that information is far more useful at the moment.

  5. Have pointed out several times that due to the amount of income/skillups from crash-sites, the optimum way to play the game is expanding your air power for as long as possible while mostly ignoring your ground troops. This rapid expansion of air-combat potential, and the discovery of exploitable quirks in the system (staggering fire from Foxtrots) has led to a lot of changes on the Dev's end that effectively make air combat "more difficult."

    In the end, as long as there are more UFOs than we can shoot down, we will be rewarded for holding out as long as possible on giving gear to our soldiers while maximizing the number of craft that are shot down (unless a system is used where shooting down more UFOs results in a rapid advancement of the invasion as discussed in a previous thread).

    As I see it, finances for the game break down into three basic areas:

    1) Air Combat

    2) Base Construction

    3) Personnel and Equipment

    Given that a single MIG back in the day would cost something like 11 million US$, it might be reasonable to split the finances for the air combat mini-game off, or at least the massive price difference would be my "out of game" reasoning for the split.

    Couple ways this could be handled using the current infinite plane system.

    1) Simple option: Planes are provided by the country bloc your base is in. Start of the game, the first are provides you with two Condors and a Charlie. If you lose one, they replace it after a while. If you want a supply of Foxtrots, your engineers and a certain amount of cash are invested to have the facilities built to provide that base in that country with Foxtrots. This leaves the balance of planes up to the player. After shooting X number of UFOs down for that country (or a certain funding level, or Rating) they will provide you with Four aircraft, etc.

    Likewise if you want to upgrade to a Corsair. Costs could be kept the similar, or increased, but it would be a one time cost per base. New bases could be supplied with a set number of planes, and would increase separately based on the funding or rating of that bloc. [Possible exploit, placing two early bases both in the Russian bloc, perhaps it would be based on something else?]

    2. Separate budget. At the end of the month you get X millions (25 or so?) to spend on aircraft, and a regular budget that is supplemented by crash sites for base expansion and equipping troops. A similar split could be implemented for purchases of base locations, or for the first months, the monthly budget would so far outstrip cash earned from crash sites that it is the only practical way to purchase a new base location.

    OG: The increasing number of ships in Superhuman mode etc actually made those games EASIER financially, although more difficult in ground combat. That allowed rapid expansion and tech research, speeding up the game overall. At the moment we are already playing on a Superhuman-esque difficulty due to the waves and overwhelming invasion ideal.

    Obvious downside, you are reducing the player's choices on how to spend their money. Generally people will dislike a reduction in their options.

    Upside- Devs can now play with the air combat system and tweak it to a far greater degree without unduly influencing what is being spent on ground combat. Similarly, you can encourage people to actually spend their cash on equipping their troops with new gear rather than waiting as long as possible with ballistics and clothes.

    I don't actually expect this to be implemented at this point, but if the idea gets picked up by a similar game down the line, I think it might make the development a bit easier.

    Thoughts comments bashing?

  6. Unfortunately it'd be more work, but I think another way to buff the regular rifle would be to give it a "Fire on the run" mode. You pick the target for burst fire, then pick the target square to run to (40 TUs worth of movement). In effect it would work as if you were shooting while running, but in game I expect it would be easier to implement by having the burst fire go off, then the run.

    At least it is a way of buffing the rifle, rather than focusing on nerfing the sniping, and it helps with mobility which is a large part of what the rifle is good for anyway.

  7. Glad this is considered buggy - ill write down some more in depth stuff when it happens again.

    I did indeed mean the arctic trees.

    Accuracy increasing wont solve random shots in the back of the soldier kneeing in front of me, or shooting rockents into my own cover - it would just make it happen less often, as far as i understood the accuracy mechanic so far

    Not sure which version you mean, but it's been several playthroughs since I hit my own soldiers in the back, now that I understand the one square and kneeling rules. Note that cover that is two squares (distant) in size isn't always safe to fire over.

  8. Heh, given the relatively low number of missions they want to get us down to... I would REALLY hope they implement some kind of scaling curve for recruiting new soldiers. My second squads are usually shit, and end up doing shitty jobs. I've found it's most efficient to just load them up with rocket launchers, as I'm going to get reamed as soon as my beta squad ends up going against large craft groups of aliens toting sniper rifles.

  9. I think he meant 40 ground combat mission i.e. your soldiers are fighting. Of course, you'd have to be following a somewhat competent strategy obviously, whatever that turns out to be.

    Yep, that was all referring to ground combat missions. The number will vary drastically based on both the randomness of where flights show up and how aggressive you are at expanding, especially with the invasion advancing on a monthly basis.

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