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Why no YF12?

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  1. Had a mission against a scout on icy terrain in northern europe and game crashed after my 8 90TU veterans started throwing 3 flares each in the first 3 turns. Not sure if it's the volume of flares that crashed the game or if it hit some kind of crashy terrain. I'm betting on the former. Game crashed as soon as flare landed.
  2. I'm not sure how you think this would stop you from having to budget TUs. I don't see it.
  3. You guys are right as always, but I still disagree with the naming of the starting planes. I think they're silly. I think it's the main reason why nobody takes the xenonaut organization seriously. Alcari, a more sane approach is this: (pseudocode) if current TU < .25*(max Tu) TU bonus = current TU else TU bonus = .25*max TU That will allow you to advance at a tactical pace, while keeping a reserve of TUs to get your guys out of serious trouble. It will let you feel like you're not wasting time units at the end of your turn - when you just don't have enough for any meaningful actions. It will smooth out time relativity for soldiers. It will allow a soldier with 63 TUs to have an advantage over one with only 62 because as long as you spend TUs past .25*max every round, no time unit is ever truly wasted. This approach avoids the complication of forcing a purely defensive play-style, while preventing the frustration of being only a few TUs short of being able to perform a meaningful action and being forced to make your soldiers sit on their thumbs.
  4. Thanks for your replies guys! I'm glad to hear Chris knows about the brightness/contrast issue. Gauddlike, about item two: Neither the US nor the SU change numbering for modified planes as long as the frame is the same. They usually append, and sometimes replace letters. See: http://en.wikipedia.org/wiki/General_Dynamics_F-16_Fighting_Falcon_variants I still think the game would benefit from being consistent on the naming front. It shouldn't be an F17, it should be called a one-seat/light/interceptor to keep in line with weapon naming conventions. Sidewinders also.
  5. Hello folks! First of all, I want to thank you for making this jewel of a game. I'm a tremendous fan of xcom ufo and tftd as well as jagged alliance 2. I sincerely hope this game outdoes those in popularity (and sales!!) and resuscitates the genre. I'm sorry for this whine, but there are four relatively minor gripes I have with this game which make it nearly impossible for me to enjoy it. I'll keep with the numbered list format of other suggestions on this board: 1) The game has no brightness/contrast option and this is horrible. My monitor isn't very bright so I effectively can't complete night time missions because a good 30% of the flares' radius is pitch black. I frequently get the alien spotted warning, but can't see the vicinity of the alien because it happens to be at the edge of the flare's range. This makes it very difficult to execute any kind of tactics, such as flanking, because I can't tell what the surrounding terrain looks like, whereas my troopers obviously can. This is very frustrating. Also, I can't tell what I have selected in the intercept menu aircraft selection prompt due to low contrast between the selected unit and the box background. 2) The F17 and MiG32 are mislabeled as such because their frames are obviously those of the F16 and MiG31. Please rename them to "interceptor" and "heavy interceptor" to keep with the theme of the naming and to make this less comical. After all: you don't call the M16 an M17, you call it an assault rifle in the game. I think you could apply this theme to all vehicles, missiles and weapons. This is a very minor suggestion, but it would go far to improve the serious atmosphere of the game. 3) This game suffers a serious lack of a serious plane. You see: the Americans have already invented, built and flown a plane made to dogfight extraterrestrial aliens, with nuclear A2A missiles to boot, in the 60s and yet it isn't included in this game for some mysterious reason. You should consider adding this plane as a research option to supplant the MiG, while making the MiG a plane available by default. This would have the added benefit of making this game harder to lose due to one silly air combat mistake. Just read this awesome mod thread here. 4) Jagged alliance allowed a merc to safely shoot past squaddies that were within 3? squares of the (friendly) shooter regardless of stance. This was good. IIRC another thing JaggedAl did right was to allow mercs to get a bonus to their starting TUs in a turn proportionally to the TUs they had left in the previous turn. Ex: Gus would have 10 extra TUs at the start of next round if he takes no action this round. This added even more incentive to have mercs watch a lane of fire for a few turns while others advanced among other cool things. This was very good.
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