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silencer

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Posts posted by silencer

  1. When changing loadout through barracks I've noticed that my units that had equipped stun batons throw them into trash bins. I think the reproduction would be like this.

    1. Have a loadout that has baton in one hand

    2. Go to barracks

    3. Change the loadout for this character to another

    4. Change someone else to the loadout that should have baton.

    5. Baton should be missing.

  2. Please remove the ability to throw grenades when unit is suppressed it makes absolutely no sense or at least create a big penalty to throwing accuracy. Its stupid that you suppress enemy only for him to kill you from across the map. 

    Secondly also provide penalty to shooting while being suppressed. Being sniped from long range consistently makes no sense

  3. Everything is irrelevant if missions you do, do not yield any income.

    Let's get from the start

    1. Starting fund 750k

    2, Initial expenses: Training Facility, Angel squadron, MARS

    3. 2 cleaner missions in first 30 days that yield no income.

    4. End of month - Expenses are greater than income. First major distaste for most of the (new) players.

    Month 1

    1. Researched cleaner body that gives paltry amount of credits, which are negated by expenses such as replacing soldiers and upgrading weapons. Since you do not earn money your finances will be low enough to get any upgrades

    2. 2 cleaner missions that yield no profit, shot down 2 small ufos for no profit, stopped alien raid for no profit

    3. End of month finances in negative

    Month 2.

    1. Researched sebillian corpse, further expenses in soldier loses and equipment upgrade

    2. 1 Cleaner mission (reveals base), 1 medium ufo mission - 0 profit

    Game ends.

     

    Player should not be dancing hula hoops with finances at the game start

  4. One thing to make air combat more interesting would be to implement more ship designs for same category. Maybe divide by race and adjust attributes. Like for example Sebillian ships would be slow but tough. This would also make additional changes to the ground combat, where each differently ship design would be breached differently. 

    Another thing would be to setup rotating gun point for larger UFOs. Take for example Destroyer. It has 2 gun mounts right now. Forward static and almost 360 degree one. Make the 360 degree to a for example 30 degree cone but it will track the interceptor. So when 2 interceptors are involved the UFO will chase one and try to shot it down with the forward mounting gun, while the rotating gun will be tracking the second interceptor. That way player will have to decide which interceptor will be the "bait" and which one will attack and "tank" the damage from the cannon. Or with 3 interceptors there will be 2 baits and one will go for the kill

  5. If I have 2 interceptors approaching at different angles against a UFO, the UFO fires at ALL the aircraft. WHAT? How many guns the UFOs have? Infinite? Currently air combat is just pointless. Better autoresolve.

    Fight vs scout. No tactics - just charge.

    Fight vs Fighters - no tactics - just charge.

    Fight vs Destroyer - no tactics - just charge. 

    Air combat will always be repetitive. Saying "How can we make air combat less repetitive" is just like trying to make ground combat less repetitive. Ground combat will always be repetitive (you always do the same thing) and so will will air combat.

    Here is a fight vs Destroyer.

    2 interceptors vs Destroyer - You can see that destroyer has a blind spot in the rear. Intelligent person at first will be like: OK I'll make one plane as bait, and the other will go flank from the rear. This tactic will not work, because the destroyer will target the nearest fighter. So once you start to flank, the flanker will be targeted. Ok so you switch roles and the process continues. The first interceptors are faster only by a small margin. So if you will try to finally make that blind spot approach you will be either too close to make a difference or out of fuel. Meaning the only reasonable approach is just to charge it and take the hits.

    2 interceptors vs fighters - previously I had to go slow do some dodges, fire one missile wait for the fighter to dodge fire another. Now I just watched as my fighters destroyed theirs without taking any HP damage.

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