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ThunderGr

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Everything posted by ThunderGr

  1. I see what are your points, but I would like it better if you did not misquote me. I am pretty sure that you can see how my example (addressed at..(4) ) and my comment (addressed at (3)) are two different things. I hope my points are presented in a relevant way for those that are really interested in reading them and taking them in account(and you, obviously, are not one of them since you have decided to not, even, read them properly but only enough to misquote them). @GizmoGomez It is simple and it works, in the sense everyone adjusts their tactics according to what we are given. I have been using this healing system in all games I have played and, everytime, I kept thinking "yeah, right...but, whatever" .
  2. Hmmm...I do not think so. Where do you have control of how much you are healing? Why fix in place the soldiers? The point made was that you will only have to deduct the same percentage of TUs(thus immobilizing for the same amount of time) both healer and wounded. It was also mentioned that stunned soldiers would be able to be healed at all times. I think that the system you describe is quite horrible and unrealistic. In addition it gives you no control over the amount of healing and whether you want the healer to heal some, then be ready for a reaction shot or, heal some, then advance on the enemy. The wounded could have TUs remaining after the healing, as well, and he could set up for reaction fire or advance or shoot at an enemy. Example: During Alien turn, a soldier received a critical hit and got suppressed. His 100 TUs went down to 60. During my turn, I use a nearby soldier with 60 TUs which have a pistol and medikit on his hands, to heal 10 HP(thus tending the critical wound and stopping the bleeding). This leaves the healer with 50 TUs and the wounded with, aprox. 43 TUs(17%, since 10 TUs out of 60 is 16.66%). Now they can both perform whatever action I want. Makes more sense to me.
  3. I do not bring shotguns with me. Pistols have a high fire rate, are more accurate and do more accumulative damage(if you add all shots), in addition to having a free hand for use with something else and being lighter. Just saying.
  4. Just like the original game, it only makes sense to not have your base attacked, ever, if you keep shooting down the UFOs that carry the attack troops.
  5. Not all farmlands are in the U.S. Most farmlands in Europe are full of hedges. However, I agree that the specific hedge implementation is a bit iffy. They feel unrealistic and you are not certain which squares are covered by the hedge. You can only find out by the inability to go there..Hm.
  6. To tell the truth, when I was receiving an "Aliens attack shipping route" mission I was like "OMG!! Not again! Grrr....Who would be this time? Let it not be lobstermen...please!"...LOL. Until I had managed to research the stun blasters, at least. At any case, everyone had a specific type of mission he is like "OMG, NOT THAT...NOT THAT", which, IMHO, is exactly what makes the game amazing. You have to have the feeling that you are being dragged in uncomfortable situations and, yet, you do what you must, despite whether you like it or not . Needless to say, a night mission on a shipping route was, pretty much, a horror...until you got the "opportunity" to feel what is like to try and invade an alien construction site at night....aaarrrrggghhhh!
  7. That house used to have a few civilians as well...No pity for the Aliens but the objective of the terror missions is to rescue the civilians. I am certain the relatives of the burned civilians did not appreciate your tactic .
  8. These are used because they give a quick comparative general idea. They are, always, accompanied by numbers, because numbers are the only way to have a comprehensive, precise knowledge of the magnitude of the measured statistic. Color coding an absolute quantity(that is, non-comparative quantity) is, generally, a bad idea, unless the colors are used in their everyday accepted conventions. For example, yellow is a warning and red is danger. Green signifies that everything is OK. Assigning colors as numbers, on the other hand, is something that is only done in encoding and only when there is no better way.
  9. "Coloring is simpler and clearer"???? Hm. Sorry. I think this statement is, simply, irrational. Coloring needs translation, numbers in a tooltip do not. I fail to see the simplicity and clearness in a color coded word over the clear number of a tooltip. In addition, you need as many different colors as the increments and this is a pain to maintain, since you may change the number of increments at any point. Remembering colors(or having to reference a color table) is, in no way, simpler or clearer than a tooltip. This is self-evident, IMHO.
  10. OK, here is the thing. You certainly want to know the chances you have to hit the target. It is, also, nice to know the chances of hitting a fellow soldier near the path of the projectile. If there is cover and you are using a weapon that can destroy the cover, you also want to know the chances you have to hit that cover. The combined information makes it easier for you to decide if you are going to take the shot or not. A last thing is that the information about the bullet's path shows you the point that the damage is reduced(yellow) due to distance, as well as what blocks your path, if there is something that does so, as it may not be clear, sometimes, what is the reason you cannot make the shot.
  11. It works on my laptop with integrated GFX shared memory and 4GB total system(minus the amount the GFX use).
  12. In the original game, you got stat modification if you had a critical injury on a part of your body. What was modified depended on which part of your body was injured. You could heal the critical damage using a medkit, but the stat modifications would only partially recover, depending on the damage done. This was quite cool and I liked it a lot. This has been omitted in xenonauts, unfortunately.
  13. I think that +5, +8 and +10 are also possible. You are not compelled to complete the mission within a specific time. If you keep training your men, you could get great increases. I am, still, in favor of the tooltip. Nothing more needs to be added. Just hover over the stat that was increased and get the amount.
  14. And that you know the color code translation. And that you can provide enough colors for all possible increases etc etc etc. A tooltip informing you about the amount of increase looks much simpler and safer IMHO.
  15. Max, if you think about it, in a real situation, if a wounded soldier was running and firing while another soldier tried to heal him, I doubt healing him could be done, no matter how many TUs the healer had. The same goes with suppressed soldiers, as they spend a portion of time dashing to cover, panicked soldiers whimpering and freaking out etc etc...So, soldiers receiving healing when they are in a state that would be unreasonable for it to happen does not make it right for the games to allow, just in the name of simplicity. The idea is a realistic one and will add to gameplay IMHO. As a sidenote, only stunned soldiers should be able to receive healing with 0 TUs, since they stay still, anyway.
  16. Although I agree with the idea, I do not think that the amount of TUs lost should be equal, since the soldiers do not start with the same amount of TUs. The wounded soldier would lose the same percentage of TUs the healer does, because the percentage is the actual time representation. Each soldier can do more/less things at a specified time range than the others and this is what TUs represent. I hope the idea will find its way in the game.
  17. Hey, I am a fanboy, as well . You are not the only one. In fact, I believe most of the people here fit the description . The issue will, most likely, be solved with a setting about the shroud. To be honest, in all games that have this setting, I always choose to leave the shroud on as it provides more challenge, despite of what would be the more realistic thing to do. As it is now, removal of the shroud would make things much easier. I would really like to see incentives for people to explore the map, other than trying to find the UFO, without compelling them to kill all aliens to complete the mission. I think many good ideas have been provided without them being difficult to implement.
  18. Stacking the penalties does not make sense. Picking the largest penalty on each type does. For example, if there is angle penalty for armor 10% and an angle penalty for a shield 15%, in what way can it be explained to have a total angle penalty of 25%? Your armor does not further prevent your angle view, since the shield is blocking 15% of your angle vision. Without the shield, you could see 5% more with the shield you should get the 15% penalty, not the stacked 25%.
  19. Yeap...But I was more like mad at me for not being able to efficiently search the area without getting any of my men killed by that alien. For me, it added to realism. It did make sense that the last alien would hide and wait for you. You could always carry the corpses and equipment to the Triton, using your soldiers and go, if you did not feel like finding the last alien. The score calculation was not so bad, however, terror missions would result in all civilians getting killed. Still, you could get an OK rating, despite not killing all aliens.
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