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Chollirem

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Posts posted by Chollirem

  1. When i find the new thread ill move this post there, or can someone drop a link in here? : )

    now...JFYI

    50 cals kill anything within a few feet of the round as it pass's, the shock wave kills you.

    So

    50 cal can be used for recon by fire...but will kill any civilians/aliens near bullet path (for code speak lets say it does 20% dmg to everything with in 1 square of the round location...meaning if it pass's by you it should tag you 2 or 3 times until its not in a adjacent square any more)

    SAWs Squad automatic weapons aka machine guns could be set up to suppress in the following way

    You right click to suppress and "shoot" the target area...the suppress "target" will be a oval displayed on the map pointing twards the SAW gunner like so

    .............................................ooo

    ........................................o............o

    saw..............................o...Suppression...o

    ........................................o............o

    .............................................ooo

    Area being 5-7 tiles wide

    7-10 tiles long

    In military terms this is the "beating zone" the general area the bullets impact

    Anything that fires, throws stands/kneels...or moves in this area is subject to 10% to 30% SAW damage per act Plus aim/throw/moral penalties of 40%

    Further if you have no cover you take another 50% saw dmg

    This uses up a 50round Saw mag every time you do it so you cant abuse it and costs the standard burst AP for the saw (which is unrealistically high right now...

    burst on a saw should cost 5% more AP then burst on a assault riffle (M16) as you simple fire a few more rounds...usually 5-7 instead of 3

    You only get snapshot and burst with a saw as well unless taking a knee or prone...only then can you fire aimed

    snap shot and aimed should fire 3 rounds on the saw

    taking a knee should give +30% aim to weapons

    Prone if you put it in should give +50% aim to weapons (to shoot standing really nerfs your aim IRL...sorta like what you see in game as it stand....it is fairly close to right as is)

    IRL we have 200 round drums and could maintain this for 4 "turns" instead of one

    But you guys don't have saw drums on your machine guns for some reason : / maybe a research upgrade for SAW like weapons?

    NOTE....anyone or thing aliens/civilians/your troops who walk into the zone are effected the exact same way

    SECOND NOTE if a oval is to hard make it a circle, it will be close enough

  2. Chris...remember...we can bounce grenades off a wall around a corner..so can aliens : )

    Once I'm done digesting all the info here I'm going to make a AI tactics thread for you dev guys showing the set ups you could have the alien ai's use to up dif by situation based pre-planned tactics AKA battle drills and ambush set ups

  3. The steam forums?

    It's full of rude, crude, 12 year old's who just want to cry and troll...that and the foraxis damage control teams screaming and insulting People cuz their game is...well...

    How to be polite...

    "Its not at the level a AAA release should be from a big publisher after a 4 year or more dev time with an open source engine"

    ...ya that's polite : )

    Id say more but... man.... you don't want to get me started on that...lets keep our forums polite and professional

  4. Thothkins That thread needs to be deleted, when i track down a ADMIN Ill have em kill it, this new one has all that organized into the place it goes

    be it "IN GAME" or "WISH LIST" with updates and more info compiled from your forums while dropping the "im an artist and can help ya" bit. I needed to make initial contact and used that thread for that, now it needs to go away and I need to wrap my head around your game and what the people want in it...thus this final thread I've made but thanks for the help, you guys are very polite and professional over here, the steam forums are...::shudders::

    Max_caine Thanks for the links, hope this speed up my efforts to wrap my head around everything that is done, is being deved, and get this down to just the actual wish list

    Still have several general threads of 30+ pages each to go through, but gimi a week

  5. hmmm well in the general wish list ive made, I have...arty (artillery) and air support...

    Arty rounds (human ones anyways) mess up anything within 200 something meters....like...dead on the spot....think about a meter...every square in the game map is about a meter...200 meters in all directions from point of impact 400 meters total...so one round mid map would kill.... everyone....

    Air support...well it would be nice to have it take say 10 turns for air support to show up and gun run a area you hit with smoke (or have the chopper drop off troops and take off to provide air support itself or just be an eye in the sky)...aliens could do the same calling in ufos for air support....but I don't know if the code time to implement it would be worth it just now...

    would be an a$$ puckering experience in any iron man game tho...when the aliens did it I mean

  6. First your forum thingy sucks, it just ate my info for you guys that I spend a half hour pulling together in my head...so heres the rehash

    focus on weapons doing their job first...weapons being

    short range ......................................(shotguns/smg)

    Short range AOE ...............................(flame throwers)

    Mid range ........................................(assault riffles)

    Inderect fire support as Mid Range AOE (grenade launcher)

    Long range ......................................(Scoped Riffles)

    Anti Armor .......................................(rocket launchers)

    Direct fire support supression ..............(SAW or Squad Automatic Weapon "Machine gun")

    As for rounds....weeeelllll

    All riffles have

    Armor peircing (go straight through soft targets... but go in a armored target and bounce around inside...sucks when its your guts)

    Hollow point (worthless on any armor...but leave big hole in back of unarmored folks)

    Squish Head (soft shell for armored/unarmored troops, will deliver massive kinetic impact to outside of armor or inside of unarmored)

    Hyper velocity (more speed is more impact damage for AP and SH type rounds)

    Sub-sonic (silent shhhhh im a sniper)

    Tracer (normally used to walk your rounds in on a target but still burns like hell, left mad scars on my arm when i got shot...secondary infections and hospital time...not cool)

    Riffle men...Infantry are the queen of battle as the US army says...we can go any place and be used to good effect.

    Now for support weapons...each has a job...

    Shotgun/smg.....................................(trench/room clearing)

    Grenade launcher...............................(indirect mid range fire support/suppression)

    Flame thrower...................................(area denial/room or bunker clearing)

    SAW................................................(Direct fire support/suppression)

    Rocket Launcher................................(anti armor)

    Saw is a riffle so its been covered

    flame thrower spits burning jelly, nuff said

    Slug..............................................................(SG "shotgun" GL "grenade launcher" and RL "rocket launcher" if round is a dud lol)

    fleccette/buckshot...........................................(SG GL)

    High exsplosive................................................(GL RL)

    White phosphorus "WP"....fk Geneva >:)= .........(GL RL)

    incendiary (like WP but more controlled) ..............(SG GL RL)

    Flare..............................................................(GL)

    tear gas..........................................................(GL)

    think i had more but i had to redo all this so fk it for now

    STILL

    War is about range...all the weapons above are worthless next to a rifle that can shoot further...if I can kill you before you can even shoot at me, the weapon is worthless...thats why they are all SUPPORT

    Every tool its place...every alien its grave

    You will always need SDM's (Squad Designated Marksmen or baby snipers) to hit at distance....

    You will always need Riffle men for mid to long range combat plus mobility

    and even the aliens will have this when you think about it...they just have better versions of it plus plasma (fourth state of matter) that burns.... and energy weapons like lasers...(that also burn)

    This leaves you with one question...do you armor yourself against direct energy weapons...or kinetic energy weapons? do you field one or the other...or both (i say both)

    but in a nut shell...this is (or should be) the core of the weapons game play and used for both sides.... unless i missed something (ya second day here im new)

    now...

    I just read the whole general discussion forum today...im tired...had to write this post twice...my grammar sucks right now, still have like 8 more forums of stuff at 30 plus pages to read and play catch up.... im gona pass out, you all have fun with this.

  7. Well support or not, I'm also new and am going through all the threads and compiling a list of whats in game, bug fixes, and wish list for what people say they want in game,

    http://www.goldhawkinteractive.com/forums/showthread.php/3838-Unofficial-Hub-Xenonauts-Wish-List

    if you want help me out, just read whats in the thread, find stuff and or add your own ideas and I will keep updateing this every day

    with a little time we can make 1 page that covers everything (with links to other threads talking about what ever topic listed in depth)

  8. IDEA

    head shots should kill or do double damage

    arm shots dont do much health damage but mess up aim (-30) aim pen

    leg shots do normal damage and double AP use for walking

    Torso shots just Fk you up,

    as for aiming at a body part like in say...fall out...Right click on the target to cycle from snap, to aim to a little picture of the alien and the round tries to hit the part yoyu click (legs, arms, torso, head) -20 aim penalty

    normal shots hit as they land

    hows that fit in your britches?

  9. WISH LIST Last Update 1/10/2013 8:12 pm EST

    BUG LIST Last Update 1/5/2013 9:30 pm EST

    NEW ITEMS!!!

    T23-red death marker to ID soldiers bleeding to death (troop number has red outline)

    M09-mouse scroll toggle disable/enable option

    C11-Alien Sympathizers, will help aliens in areas the aliens have influence over

    Rejected items will be moved to the

    RWL (rejected wish list)

    Bottom line is I will need your help to keep this up to date for the dev teams and our ease of use

    Thank you again folks

    To the Dev team, Bugs I find while beta testing are at the very bottom with notes on the bug and possible fix (if I can figure one out)

    .........................................................................................................................................

    .........................................................................................................................................

    WISH LIST (not in game but lets talk about it and how it would work and help the dev team out)

    .........................................................................................................................................

    .........................................................................................................................................

    Geoscape

    last item number G02

    Base

    last item number B03

    Air Combat

    last item number AC07

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]AC03-National Support[/TD]

    [TD]Other nations try and shoot down UFO's in their air space but never go past starting jets tech wise[/TD]

    [TD]Under Consideration[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Soldiers

    last item number TR08

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]TR06-Load out Copy/paste[/TD]

    [TD]Ability to save a soldier load out, name it, and apply it to other soldiers equipment profile[/TD]

    [TD]In-Game[/TD]

    [TD]Links[/TD]

    [/TR]

    [/TABLE]

    Aliens

    last item number A09

    Civilians

    last item number c11

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]C01-Pistol Civilian[/TD]

    [TD]Civilians have a chance to have a pistol and 1 clip[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C02-Riffle Man[/TD]

    [TD]Civilians have a chance to have shotgun/riffle and 1 mag (all tilesets have a chance of spawning armed local units)[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C11-Alien Sympathizers [/TD]

    [TD]Civilians in areas under alien influence should shoot at Xenonauts, and in areas that are pro Xenonauts you have a 1% chance that an armed civilian will try and help the aliens[/TD]

    [TD]Unknown[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Weapons

    last item number W09

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]W01-Proximity/land Mine[/TD]

    [TD]Can be thrown, blows up when something walks on or near it[/TD]

    [TD]Possible[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W05-Saw type weapons can area suppress[/TD]

    [TD]Weapons with very high rates of fire and average or better accuracy can suppress an area (already in code)[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W06-Regular fire supression[/TD]

    [TD]Large amounts or regular fire can suppress a targer[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W07-Flamethrowers[/TD]

    [TD]Weapon system that burns any target in 10 square long line thats 3 squares wide at end[/TD]

    [TD][/TD]

    [TD][/TD]

    [/TR]

    [/TABLE]

    Armor

    last item number A05

    Tactical

    last item number T23

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]T02-Psi Defence[/TD]

    [TD]Psi defense teck for humans[/TD]

    [TD]Not Telling[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T03-Sensors[/TD]

    [TD]Motion sensors hand held/grenade forms[/TD]

    [TD]Considering[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T04-Teir 2 Medkits[/TD]

    [TD]Upgrades to medikits (smaller,Lighter, Heal more) learned from alien medical tech[/TD]

    [TD]Not Telling[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T05-Easy reserve/active[/TD]

    [TD]Be able to use reserve AP to shoot without having to disable reserve AP[/TD]

    [TD]Under Consideration[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T07-Fog Of War[/TD]

    [TD]Only see shots fired at you that is in some soldiers LOS[/TD]

    [TD]Planned[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T09-Human Exit[/TD]

    [TD]Humans can get in craft and leave[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T20-Load Plan[/TD]

    [TD]Control of troop order/load out on troop transport[/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T23-Red Death Marker[/TD]

    [TD]Soldiers who are bleeding to death have their number box inside a Red highlighted border for ease of identification[/TD]

    [TD]Unknown[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Environmental

    last item number E13

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]E06-ponds in maps[/TD]

    [TD][/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E07-Snow maps[/TD]

    [TD][/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E10-Desert maps[/TD]

    [TD][/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E12-Arctic maps[/TD]

    [TD][/TD]

    [TD]In Game[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Misc

    last item number M09

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]M09-mouse scroll toggle disable/enable option[/TD]

    [TD]Option to toggle mouse scroll option on off or set a key like tab to cycle through soldiers[/TD]

    [TD]unknown[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

  10. Negative

    People in cities should have hand guns about 5% of the time, also areas with guns banned should have no guns

    farmers and such should have shot guns or hunting riffles

    Middle east should have AK47s (one per house hold is standard)

    Africa is very armed as well with AK47s

    Areas with no weapons may have mobs of civis with bats, crow bars, etc (meaning you may find an alien in the fetal position getting his butt kicked if hes alone)

    Civis should also

    A run from aliens

    B run to xenotroops

    C be given 1 direction to run ( Back to the craft, normally) and go

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