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Birkow

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Posts posted by Birkow

  1. Real Fan :D Im also waiting for the new version.

    BTW: something completely different just came into my mind. Would it be possible to make a big medic kit? I mean, look we have a medic icon and in game I have been using it from time to time. But my medic was just a normal rifle man with 3 medic packs instead of grenades. It was not a very popular role but sometimes my soldiers were just to weak to carry medic kits, so one of them has to be chosen to carry few more for the rest of the squad. So since we have a "professional medic" in the team, why not to make a lets say 2.5 heavier medic kit but also significantly better just for such a guy.

    What do u think about it?

    I like this idea very much.

    Having field dressing available with size similar to grenade would also be nice- it could be used as small, lightweight med-kit to stop bleeding. Would be useful for soldiers with low strength so they can stabilize themselves until medic with full med kit can reach them.

  2. Hey, guys. Great mod, can't wait to see next version.

    I have one question: air striking crash site gives much less cash than securing UFO, have you considered increasing air strike reward? Right now I feel forced to do every single crash site to get cash. I have strike team in every base because of that reason. So when I set up 3 or 4 bases game starts to have bit too much grind. It's just my subjective opinion. Maybe I'm not supposed to secure every single ufo?

    Anyway you did huge amount of great work here :)

    Thanks

  3. Mid-air refuelling often gets brought up, so no need to apologise. I could see it working for the starting aircraft but how do you explain mid-air refuelling for everything else? Everything after the MiG is powered by Alien Space Batteries that need plugging in to very powerful generators to recharge (as I remember the lore has them plugging into the nuclear powered generators which power the base).

    Nuclear powered planes could be used to recharge those alien batteries in mid air. But then alien fighters would hunt those refuelling planes- they could be used only with air superiority. And I imagine that aliens shooting down plane with fission reactor would negatively affect your relations with local government (after all nobody likes radioactive isotopes falling from the sky).

  4. I find it amusing that not that long ago (relatively speaking), other people (not on this thread) were clamouring for soliders to have stats like these (some crap, some good). Soliders were "boring", "mundane" and "samey". Now the fantasy is reality and it turns out what people actually want is troopers with good/mundane stats, not good/crap stats! Who'd'a thunk it?

    Whatever you do someone always will be unhappy :P

  5. I think there is no problem with mean (I have not checked that). In my opinion current uniform distribution of stats looks unnatural- there is to high probability to get attributes near 30 or 70. In my current game after 2 weeks all available recruits have at least one or two stats close to 30. Soldiers with such extreme values should be rare, now they are to common.

    I'm speculating here, but right now for attributes you simply draw random number between 30 and 70?

    Edit:

    I would suggest one of algorithms described here. Stats would correspond then to observed distribution of IQ, height and other attributes that can be measured in real life.

  6. Starting attributes returned to a 30-70 spread for everything, including TU.

    I don't know if this topic has been discussed, but i have something to share.

    It looks like attributes are random within those boundaries with uniform distribution, am I right? Right now I can see a lot of grunts with extreme attribute values close to either 30 or 70.

    In my opinion it would look better and feel more natural if those values would correspond to Gaussian distribution with mean equal to 50 and standard deviation equal to 10 or 6,6(6) (95% or 99,7% of drawn numbers would be between 30 and 70).

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