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nailertn

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Posts posted by nailertn

  1. In the attached save file I have two riflemen crouched on the first floor of a building who have a reasonably high chance to hit the crouching sebilian in the middle of the scout yet they always miss. I tested this for about 20 turns, 4 shots per turn, all misses. I don't know if it's related, but I submitted a vanilla bug with the same save because the scout's roof won't disappear no matter what visibility setting I use.

    los bug.sav

    los bug.sav

    los bug.sav

  2. The game is using humanAirplaneSpeedNormal = 1.1 and humanAirplaneRangeNormal = 1.1 in gameconfig.xml as multipliers to determine actual speed and range for human aircraft on all difficulties, it entirely ignores the other difficulty settings. I set these two values to 0.1 to verify and indeed all interceptors slowed to a crawl regardless of the difficulty setting.

  3. I was under the impression that xenopedia and the weapon cards take numbers directly from the xml files but a cursory investigation already revealed several discrepancies, for example the top speed and range of the F17 is 1500 / 12000 in aircrafts.xml while it is 1650 / 13200 in the xenopedia, and the MIG31 is 2500 / 18000 and 2750 / 19800 respectively. Outside sources seem even less reliable.

    Am I right in assuming that xenopedia is wrong and the numbers inside the xmls are what the game is actually using? And that as of now the only way to get reliable item stats is to poke inside the game files?

  4. Not a huge fan of the reduced TU cost and cover bonus. Ground combat has always been a ponderous chess game, there is airstrike or the Firaxis game for those that have no patience to play the way the franchise has always played. It feels way too easy now to just rush through big open grounds without having to solve the puzzle of how to advance from cover to cover with minimal risk while maintaining cover fire. Diminishing the importance of cover is also problematic, this issue is very prominent in the Firaxis version: playing ironamn in a game where RNG is king is not much joy.

  5. In terms of gameplay effect, the idea is that the player is going to receive more money from the Airstrike option than from an Assault mission, but Assaulting will give soldier progression, researchable technology and alien materials too (plus some cash). If people want to Assault every single crash site, that should work fine for them.

    I don't like the idea of airstrikes giving more or the same of anything an assault would. Ground combat is more work so you have to incentivize people if you want them to do it because as you say fun is not an in-game commodity. Consequently you either reward ground combat or you don't penalise players for letting a site time out, you can't do both. But this is not even a problem.

    The problem is that the opportunity cost of not doing a site is enormous. Shooting down a light scout is a measly 4 relation points that equates to 2000$ a month. In contrast the ground mission for that same UFO is say 24 relation points AND 45k cash AND research items AND combat experience. Way too top heavy, more of those benefits should come from downing a UFO.

    If you manage to strike a reasonable balance with the distribution of rewards between air and ground combat - thereby reducing the opportunity cost of not doing a crash site - people won't feel as obliged to do each and every mission. Of course if somebody still chooses to do everything and build a death squad by all means let them, but as long as the game can be finished with the number of missions you targeted plus some leeway you are good.

    After this you might find that airstrike is not even needed, although auto resolve does have a place in the game. But if all it does is give cash or relation points then you just slapped a new name on timeout and shifted some of the benefits - which is basically what I am suggesting - because who in his right mind would let a site time out ever again. If it gives more cash than assaulting you discourage ground combat which is of course not desirable. So the benefit has to be unique but must not deter players from assault. Some ideas:

    - Let host nations handle a site for a cut but tie the option to a minimum standing requirement thus allowing players to shift their focus to other parts of the world once a region is sufficiently secure. This way you have finer control over the minimum number of missions a player must do so they can't just grab items for research and ignore ground combat from then on, and auto resolve remains distinct instead of outright replacing timeout.

    - Make auto resolve a gamble. After a certain type of UFO has been assaulted a set number of times and the team has accumulated enough combat experience and the know-how for recovering artefacts offer the option of a less experienced officer handling ground combat for that particular class of UFOs. Let players earn SOME of everything they would otherwise but make the choice carry the very real risk of serious injury lasting several weeks. Same benefits as above, you retain fine control over the minimum number of missions before auto resolve kicks in and you introduce a real distinct choice instead of giving timeout a new name. You may exclude soldier experience from the rewards but personally I feel this is the single most important reason why people keep grinding so you have to accept a compromise if you want a real solution.

    - Introduce a distress beacon mechanic: Grounding a UFO gives no reward anymore. Instead crash sites activate a distress beacon asking for extraction thereby attracting more air traffic in the area. This can be stopped immediately via airstrike for the - rebalanced - reward grounding used to give, by assault for the usual stuff, or the player can choose to let the signal run for a certain amount of time in hopes of it luring more UFOs in. But with every hour the risk of it getting away increases so eventually dealing with it one way or another is a must. This way you can significantly lower the number of UFOs by default but leave the door open for more so that players can overcome the tech tree difficulties you described and nut jobs wanting their 100 all death squad can have their fun too. More freedom for players and no need for hard coded safeguards against dead ends.

    One last point regarding light scouts for rookie training: Makes no sense, the same solution that worked in UD and TFTD are still viable here. Rookies may have crap stats but their starting gear improves as the game progresses so the relative difficulty of light scouts diminishes. Of course this will lead to boredom eventually. If you want to maintain interest you have to scale the difficulty over time. I don't want small UFOs throughout the game for the sake of rookie training, I want them because an army without foot soldiers isn't authentic.

  6. It's probably a UI thing, but the roll button would probably work better as light green for available and dull green when cooling down. The "pop" of a lighter colour is, I believe, psychologically connnected to "available" as opposed to "unavailable".

    The same way active is associated with bright and inactive with dull. It is a design choice based on what you want to emphasize: rolling active or cooldown active. Only in this case the two happen concurrently so it is a bit ambiguous.

  7. Considering the short range and low ammo capacity of early fighters, the long refuel times that don't even start while the craft is being repaired and the fact that UFOs come in big waves rather than one by one, finer control over interceptors such as this is an absolute must. I'm sure the lack of this feature makes sense from a coding standpoint because it certainly doesn't in any other regard.

  8. I'd love an auto zoom' date=' +/- speed controls, and maybe a few set camera distance buttons such as pressing 'c' to zoom in very close, 'o' for max distance, or whatever. Also a keyboard shortcut to toggle off auto-fire for the missiles, as now more than ever I like to have complete control over when they fire. While I'm at it, some indication of when rolling is on/comes off cooldown would be nice, such as the roll button turning red until I'm able to roll again. Right now, I mash it when up agianst something that doesn't require precise rolling.[/quote']

    The roll button turns a brighter green while it is on cooldown. You can control weapons on selected aircrafts with number keys, for example 1 is cannon, 2 and 3 missiles for a condor. Though for some reason it doesn't work when multiple fighters are selected.

  9. How would folks feel about an optional auto-zoom in the air combat? I get annoyed having to zoom in each and every time my fighters close with a ufo. I'd like to be able to set it up so the minigame can automatically maintains the "best" level of zoom for my fighters.

    Sounds nice, or at least increased scroll sensitivity. I also wouldn't mind the same speed controls we have in the geoscape; with different values ofc.

  10. I'm against telling the player everything, like the fact Androns or drones can't be suppressed or stunned (I beat a drone to death with the stun rod in the process of finding the latter out. I beat an Andron to death for fun) It's part of what the autopsy tells you if nothing else, and having an exploratory autopsy tell you what you already know is a tad underwhelming. Part of the fun and the fear of the game is dealing with the unexpected, and the terrible "oh shit" chilling feeling when something appears that you've never seen before, that you have utterly no idea what it can do, is one of my favourite parts of the game. Overcoming such a threat is another.

    A distinction should be made between suppression range and androns being immune to it. The first is as much a basic mechanic of the game as line of sight or time units; part of the generic set of rules we play by. Those should be made as clear as possible with no obfuscation what so ever. After all I doubt your elite soldiers haven't held a gun before, they should be about as aware of suppression mechanics as of the loud bang guns make when they pull the trigger. On the other hand humans haven't seen an andron ever before so not making their immunity obvious in advance is perfectly fine and in fact goes well with the story of the game.

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