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Revoke

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  1. Nice idea! Dare i say the high throw mechanics could help creep towards a possible grenade launcher (just increase the range). 1 step at a time though.
  2. Your right, reasoned discussion is what i was expecting but all ive had is a 1 liner. Experience so far shows its a pointless endeavor but ill keep my chin up. This is 1 of the very few games i give a damn about. Edit: i wasnt referring to the dev's ill be lucky if they even read it
  3. Thats bollocks, ive spent hours reading, 100 lines of text, some ideas to problems and the only reply i had was a 1 liner..'' im not a fan but thats ok''. Dont post, sit back and hope the circle of listened to forum warriors push the game in the right direction.
  4. Id like to see a better approach to how you gain them to stop the power levelling, but yea a good simple quickfix.
  5. If stopping skill gain by doing mad things like running round the chinook with a full pack or deliberately missing an enemy is the plan, and the fix is reduce it to 1 per mission flat, its the only idea i can think of that will not reduce gameplay and depth in any way. If anything it will add more. Anyone able to expand on the idea or something entirely different? Im all for fixing these actions, its great that the system lets you gain skill by action but it shouldnt go over the top to ruin immersion. Another possibility is to in some way enable x amount of say : crouch while encumbered to gain str : player targeted hits increase accuracy : reaction fire mode hits to increase reflexes edit 1:39: small bravery increase per survived mission (maybe 1 extra if wounded, enough for a small gain but not worth trying to get them wounded on purpose) It would be better suited to max soldier stat cap to be a high figure so you can balance the gains. In a way it should take care of itself, as in those who get wounded, miss shots, will spend time in sickbay if not dead. You will hopefully end up with the odd Rambo if he has plenty of luck too. If you want the stat max cap to remain a low figure and gains to be 1-2 it could still work by a mix of balance. Skills like TU/STR could be done by doing so many of said achievements (lets call them, though not visual to the player). While other skills like acc/reflex/bravery are decided by random battle scenario events(eg successfully hitting and enemy while set to reaction fire which adds to reflex) and set this to, say 5 max per so the last 2 soldiers who managed to escape/pull you through at the last minute get rewards. Daamn i hope that makes sense, im not sure.. its late. /Discuss:confused: Another edit 02:01: This could also shift the power-grind from full pack to power-focusing on charging 1 or two crazy ass grunts into the battle trying to kill as many solo as possible(if he survives he has earned his power armour, is how i used play the transition from basic to good if limited). If you prefer not to power-anything then dont, youll still gain soldier skill in certain ways as each battle progresses via the odd soldier getting double/triple kills. ok enough, time for some Zz, hope the ideas are worthy of consideration.
  6. It could be implemented as curved if you allowed the aliens to have a simlar tech (plasma grenade launcher) which you later research into. You could also include underbarrel upgrades but would no doubt have to increase the hit points of everything ground related and rework the damage settings. It was implemented well in the After***** trilogy.
  7. Mod content IMO, could be interesting if implemented well. Im just hoping for a good final build near enough as is (hope it doesnt change much), which is an awesome play through. But im also looking forward to the modders being let loose to take the game in various directions. multiple human weapon types, nade launchers, mines(increased AI roaming) Sonic/bio/Rail tech alien weapon add-ons you could utilise/adapt something a design up from power suits (small mech?) Expansion: moon base, solar colonization( sort of an after Xcom) Hell even a possible apocalyptic/Resident evil re-skin with warring factions or just plain survival, new tech could be added by raiding research facilities or flat out killing an enemy who has advanced tech. The possibility's are endless! Looking forward to it.
  8. I kind of agree with Person012345 in that the beauty of the original xcom was the freedom and replayability. Sandbox FTW! Although, this hard cap idea could be slightly reworked so that each stat has a random max figure within say a variation of x amount which is pre generated/determind when you buy the soldier and hidden from view until you hit the said cap. It will add some variation to end game soldiers even when maxed. Also you could add a training facility to base building which your soldiers can spend time in while not on missions or while you rank up rookies.The facility could be 2 squares and within lies a shooting range, which can improve acc or reflex with moving targets, a gym for str and cardio equipment to buildup TU's, as for hp it could rise slower than the rest but get gains from each training choice. This way you could use the cap to control the stat grinding in missions yet retain individuality.
  9. Indestructible-interceptors It sounds to me like those options are quick fixes to be honest. In my opinion just let the player sell items for good money, both manufactured sales and mission reward should be decent/good on the idea that the air battles and ground missions are the deciding factor in success/failure. In this kind of situation money wouldnt be much of a problem. We should be able to throw plane/units at the enemy with little success mid game onwards (until completed research for advanced units). Let ammo be bought along with everything else, but also give the player the ability to, through good planning, set up a network of bases for their use. Through perseverance and a well thought out base structure, reward the player. The challenge should be the air/land battles, it shouldn't be whether you can afford to buy some new troops/planes that you need replacing. It should be the cost of loosing your ranked up units or bases that hurts (including pilot/driver rank and skills if implemented if not its still a money loss). As for the early planes and vehicles, im with the idea that you can purchase them at a reduced cost but due to Xeno enhancements still takes time to customise therefore justify a slight modification/manufacture time within which you could miss UFO's. The pricein theory should be roughly enough to replace them easily, but if your not great at space combat could be costly to your ongoing war and many losses will slowly grind you to a halt.
  10. <p><p>Welcome to the forums!</p></p>

  11. This!! The game is great as it is and is the game i have been after since the original. With more depth and freedom in gameplay options, dare i say it, it could even surpass the original, certainly the firaxis remake ( which even though i enjoyed the first play through went a linear routewith the 1 liners). Over the years there have been some decent interpretations and similar gameplay types which if looked at closely could expand on this title. The After***** games were good in there own way which went in depth with unit skill training/weapon upgrades and attachments including a decently designed real time combat system. The Jagged alliance games focus more on combat using prone with a huge arsenal of equipment including vehicles. It must be frustrating making decisions as a developer though as to your final release, especially with the thought in mind that, lets face it no matter how good it is, when mod enabled for the community people will always find ways of improving/expanding what you create. With that in mind its also a good thing, many older games still survive and make a profit to this day due to very good mods. My misty eyed vision though hopeful is, years down the line we have amazing mods which could, when put together, expand the game with realistic and logical content like the air combat which is in(good job btw it couldnt be done in a strategy game any better). Id like to see anything that just adds to more ways of playing giving choice...would need larger maps for vehicles/tank/jeep/APC weapon enhancements/AI multiple armours with different uses. Regardless of most ofthe current market i still firmly believe the future of gaming is in the good design of sandbox worlds and AI. I would and im sure many others too, rather be let loose in an environment of pure freedom with enough content that can be played multiple ways, than a long corridor with a door at the end when once entered is left and never returned to. Its a dream i know, but had to share.
  12. If your still using Chinooks by the time you have 3 bases you should have to build 3 minimum in my opinion to cover the globe even with engine enhancements if available. Of course when you research and have the first dropship you could maybe cover half the planet. Then with the final Avenger type the whole planet. That being said if it was too focused on making you build bases its removing your freedom of choice and forcing you down a certain route. I also cant resist to comment your earlier post about removing the base defence, why not just add a small range around your base within which if the enemy enter, your defences engage(or it gives you an option, it may help giving your location away when your not ready). Depending on damage amount/size of craft you have a chance of it crash landing/missing/completely obliterating it so you can then proceed on a possible recovery mission. If your base is well laid out to defend the entrances you may prefer to let the enemy in than take on an unknown layout of a crash site. With the original back in the 90's i had a friend who finished the game then at a later replay built around 20 bases consisting of OP's manufacturing and psi training facilities just for the hell of it. Options and freedom are key to letting everyone enjoy the game how they want to play. Surely that's part of the beauty of the original game, not just the awesome gameplay.
  13. Hi, I recently purchased and am loving the game so far although it has a few issues this being 1 of them and yea it will be balanced soon, but my gripe is, what happened to freedom and a good old sandbox game. What i liked about the original was the ability to make a profit from good planning!. A manufacturing base is not an exploit. The challenge should be the air/ground combat. Anyone apart from a total xcom noob should be able to build a 2nd base with relative ease and as someone mentioned earlier in the thread, in this sort of situation money wouldn't be a problem. For me the beauty of most of the xcom games is the feeling of being in control of an organisation, not a tiny squad of soldiers. The more options and depth the better.
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