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LostAlone

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  1. Not sure if this is a bug or if it's just me being stupid and not knowing how to fix it but... One of my troops in my current game (in fact by FAR my best trooper) got herself shot up some on a mission a long time ago, maybe three or four months, and hasn't healed at all since she got back to base. She was down to 67% health, so I figured I'd leave her to recuperate but she hasn't gotten better in the slightest. I checked my medbay and it says no beds are in use, and she's the only trooper I have who is injured at all, so I'm not sure why that's happening. Can anyone suggest what happened here? It seems reasonably likely to me that at some point all my beds were full, and that maybe she got bumped for people who were more gravely wounded but I don't know how to assign her to the medbay manually now that there is space. Should I try sending her on a mission and hoping she starts being healed when she comes back? It's just... Well... She's got way less HP than she should and I don't want her to die. If anyone knows how to fix this, please share
  2. Bravery is one of the mechanics that I'm not really convinced is working as intended. I've seen Commanders and Colonels that have six or more bravery enhancing medals panic when they take 3 hp of damage. I guess that's part of the random element to damage, and until you have wolf armour or better the only time you will notice panic is when someone survives a single shot (since two is very close to a guaranteed kill). If anyone can explain a bit better how exactly panic and morale and bravery interact, and how to potentially limit your exposure to them that'd really help. It just feels somehow wrong to have your hard core team leader who has murdered hundreds of aliens, stormed dozens of UFOs and known among the alien high command as 'The Terror From The Deep South' (and once notably kicked an alien leader in the groin over and over until it fell unconscious after it refused to succumb to stun grenades) is still prone to dropping his shotgun and flailing arms in front of his subordinates lines of fire at the first sign of trouble.
  3. Definitely leave the mod up. The whole point of mods is that they are optional additions and you can add them to tweak your individual game experience to your own taste. Some people complain about there being no 'woman' body in the game. Then you add that and someone else complains that it's creepy or sexist or playing up to misogynistic concept of body shapes. People complain about EVERYTHING. No-one's forcing anyone to use the mod. If you like it, use it. If you don't, don't. If you think the game should include a different imagine of women more to your liking, go mod it in. None of those things need you to yell at each other.
  4. To go slightly back on topic - Can anyone say if the alien AI has 'squad sight' in the same way that players do; that is to say that if one alien can see you then all of the others on the map know exactly where all of your guys are? I ask because almost all of the experiences I've had with grenades that felt unfair would be explained by that. The kind of behavior I'm talking about is like this: I get my guys in position to storm a multiroom UFO. I storm in and gun down a few guys in the front room. Due to the rough and tumble of a brief firefight, and the varied TUs amongst my squad some people get pulled out of position. An alien runs in from the next room nades two or more people, then obviously dies because he's just standing around like a numpty. It's not a hugely common thing in my experience, but it does certainly happen. And since I grew up on Sierra games (save early and save often!) it doesn't bother me all that much. I'm ok with people dying but if something point blank unfair happens, like having four or five guys die from one blast on an otherwise easy mission, then I can go back and try a different approach. I certainly don't think there are any huge problems with grenades (either alien or human) but the AI does at times do some weird stuff - Aliens that normally hug cover suddenly breaking out to hurl grenades at you, on the only turn when you didn't have reaction fire ready being a prime example.
  5. But everyone has their own tolerance for what is and isn't unnecessary, and for the most part it's the hardcore players who want more and the newer players who want less. When you are already good at the core game then the idea of more stuff to manage is cool, because it's new and interesting stuff to do. But if you're a newer player who's already struggling to make progress (and so actually have fun with the game) then every extra thing you have to manage is just another thing that you can forget and thus get a game over from. Yes, managing stuff is part of the game's charm. But it's also a way to kick people when they are down. The game is pretty punishing, assuming you play on the right difficulty for your skill level, and being punished for not remembering to do stuff that isn't much of a meaningful choice anyway is just... It sucks. I'm all for choice, but what would be much better would be to have these mechanics set to automatic by default, and the player can ignore them if they want to, but advanced players can meddle with them if they want for additional risk/reward. It's already a pretty hard game, replete with 'idiot traps' - Situations that you could never have seen coming, but once you know they are there are actually not that hard to deal with. More of that, more stuff that will trick you once and tank a game but for experienced players adds nothing really meaningful to the game beyond an extra button to push, is bad for the game.
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