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Leonidas

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  1. In addition to what GizmoGomez suggested - why not put a cap on funding change? Once you "max" the funding for that month you can leave it, unless it deteriorates again ( alien activity, terror sites, alien bases, etc. ). You'd have to communicate the funding per region though.
  2. I'm going to refrain from voting due to my liberal (ab)use of the save game function If I lose more than 2 soldiers I generally load and restart. Also if I feel I'm getting liberally screwed by a RNG or by a bug / "aliens cheating" I'll load and redo it. 99% probably frowns on this but to each his own, right?
  3. I think i'd be ok with it as-is if only the range were, say, halved. It IS a shotgun == close quuarters. So why is it owning my snipers and assault rifle dudes?
  4. i have noticed this many times and it happens for the aliens too. I'm guessing the reaction shots get evaluated and queued and then executed without ever re-evaluating between one another - i.e. first shot kills the alien, the rest still performs reaction fire.
  5. seems like theres actually 3 issues discussed here: + Firing over an adjacent object more than 1 tile long ( tree log, hay ) will incur a penalty for the non-adjacent tiles of the object + Firing over any adjacent collection of objects with a similar shape ( crouching soldiers ) will incur a penalty for the non-adjacent objects, even though mathmatically speaking, if you could shoot over the first object the trajectory will never go through the rest. + Obstacles increase the spread ( cone ) of the shot instead of simply blocking the shot I agree with all 3 being very detrimental to gameplay - a tactical game is based on manipulating tactical advantages where you perceive them and if these perceived advantages are simply not there then you can't play properly. A solution is either to model them in such a way that they are no longer perceived as giving the advantage ( add a branch to the fallen log object ) OR to fix it so that any perceived advantage is actually there. I really hope there is time / capacity to fix this because I think it would make a big difference.
  6. The same works the other way around - throw some smoke on an alien in cover ( or anywhere ) and they will run out and give you some reaction fire fun. I also abuse doors a lot, set up a firing squad, open, shoot, close. The final thing is probably cheating - if you throw a grenade you can still give other commands while its in the air, so you can throw a grenade into the final room and close the door before it lands = no reaction fire. Other than that i just make sure to flank them when they try to run away, but thats just tactics.
  7. Hi Aaron, Was having lots of HM screen-hanging with the stable build and have had none after +- 4 hours of playing the hotfix. Seems to work!
  8. Hi Chris, I fall into the completionist camp - i'll do anything if it get's me even the slightest benefit. I actually quite liked the implementation in the original game - as your weapons get stronger UFO's simply get destroyed all together in air combat. As your weapons grow in strength, the weaker UFO's will get blown up more easily - creating a natural progression where you simply grow out of the "starter" missions ( scouts, other small UFO's ). You could balance the blow-up chance per UFO per weapon so you can regulate it. Additionally you could give some small salvage reward on destroyed UFO's to offset the lack of ground mission experience / equipment recovery. Your funding idea sounds good as well, making it a trade-off -> do i take the exp / loot / cash OR do i take the influence boost? Would it be a possibility to test this in an experimental branch before rolling it our completely?
  9. This crash has become so frequent for me it's putting me off playing =/ seems to occur every other mission for me and usually requires me to load either 2+ turns back or starting over. It happens during all missions, regardless of the map or race or objective. Started occuring in v19 stable.
  10. same, first turn on crashed corvette mission, game stuck on hidden movement =/ v19 stable 30-08-2013
  11. I stand corrected! Well put. Though an accuracy bonus would, perhaps, be a bit too much gameplay-wise. Never hurts to test test it though, provided any of this ever finds its way into the game.
  12. Hi Matthew, Please find the save game here: pastelink.me/dl/a1a118#sthash.cXFtN01L.dpuf
  13. Hey guys, Thanks for the replies! I agree it shouldn't be a case of just getting a shot at the full amount of accuracy - some penalty would need to be incurred. As for firing without taking much risk; that's exactly the point, isn't it? It creates tactical advantages you will want to evaluate and use - doing so efficiently and seeing your plan come together is what makes a tactical game fun! I would expect no less than the aliens using it themselves as well, that's the extra layer of tactical gameplay again. On top of that - this is the exact interaction that most of the fences you can hide behind and shoot over offer right now - its already in the game, just not for corners and some other obstacles. And it works great there. I'm actively hopping from fence to fence, rock to rock. With Chris saying it won't be in the game the point does become somewhat moot, though. It's too bad the LOS system was implemented in such a manner. As game developer myself with a basic understanding of the sub-systems involved i have to say my fingers are itching to dive into it. Will take a look at the modding possibilities once i finish a game Loving the discussion, please proceed =)
  14. Hello all, I've been playing v19 stable for a bit now and have been having a lot of fun but it's offset with a lot of frustration. One of my main tropes is with how using cover works currently in the game. In short, it doesn't, really. What i'm talking about: Position a soldier around a corner, using the cover it provides. Try to shoot around the corner and...you cant. You will need to move out of cover, leaving your soldier completely open to fire, try to survive the reaction fire, shoot back, try to survive more reaction fire, move back and turn around again - wasting valuable time units in doing so. Result: the perceived tactical advantage is not there, my expectation is not met and instead I have to adjust my intuitive, natural expectation of cover to the abstract interpretation in the game. Immersion broken, frustration gained. Note that the same is true for certain objects which you could perceivable shoot over or objects you would think you could shoot around - such as when you are crouching in front of a bench. The final pet-peeve is when these obstacles are actually other troops. You should be able to shoot over the guy crouching in front of you. Perhaps you should even be able to shoot around the guy right in front of you to some extent. Suggested solution: I'm unsure as to how the LOS / trajectory works, but, assuming you use a ray cast, a simple suggestion might be to have several origin points for this ray cast: one straight from the regular muzzle position ( as is now ) one from a position the muzzle would be when leaning around a corner - both to left and right if currently crouching - one from a position the muzzle would be when shooting over an object Choose the ray with the highest accuracy. note: the leaning-around-corner origin points would also require a crouched version to shoot around your cover object while crouching
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