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Skybirduk

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Posts posted by Skybirduk

  1. LOL! What if new spawn reapers dont have plasma?

    That's what I'm trying to point out. The new reapers won't have weapons of their own. It seems a waste of time to modify the reapers to use a weapon, when they will only constitute a very small number of the total reapers in the end.

    If you dropped a hundred reapers in a city, by the time the Xenonaut soldiers get there, it may be too late for the planet, let alone surviving the mission.

  2. Think of a xenomorph (from the aliens series) with a "predator" plasmacaster mounted on it's shoulder. Why oh why would the aliens want anything else?

    So, when the Reaper with the plasmacaster infects a human. The human then gives birth to a second reaper, which will be without a plasmacaster. The next two reapers will be born without any additional weapons, and so on.

    Is the original Reaper going to carry a massive sack of plasma weapons on its back so that it can be divided amongst offspring? A great threat, moving at 4TU's because of the additional weight.

    "See that Reaper with the massive sack? Just take your time shooting him, as he's going nowhere fast..."

  3. One reason the aliens may leave the doors unlocked is because their enemies may end up using a shaped charge to make a small hole.

    Next, a pump can either be used to pump the atmosphere out, or a lot more oxygen in. An oxygen fire could be used to clear the room out if the aliens hadn't already succumbed to the alteration of their air.

    "You can just stay in there, while we kill you one way or another."

    At least by allowing the doors to be opened, there's a chance of killing humans.

  4. Irrelevant. The aliens have the technology to design plasma weapons for any physiology. If a being is intelligent enough to understand target prioritization, basic military tactics, and self preservation, it is definitely intelligent enough to aim and pull a trigger.

    Surely the whole point of Reapers using Weapons is irrelevant as they are a weapon in their own right. Anyway, if they kill other people with weapons, that reduces the amount of hosts that they have available.

    One reaper becomes two, then four, then eight, sixteen, thirty-two, sixty-four...

    Any suggestions on how to multiply the alien weapon that it holds?

  5. I've nothing against game balance with the shields, but removing them is to turn the gamplay into just another X-Com:1994 clone.

    If more soldiers get killed because of the changes, that can effect the game on other ways. First, there is hiring cost and delay, so you may end up spending much more money than usual to build up a stock of Redshirts, whose job is to scout and die as meat shields for the more experienced soldiers.

    Having recruits around for the purpose of absorbing plasma bolts is more than a little disturbing, so I like the shields in the game.

  6. Before we carry on about 'realism' for the game, remember that the scientists in 'Alien Invasion' games comprehend alien technology that is light years ahead of us within days and the engineers manage to make equivalents. Imagine a modern PC ending up in the hands to the USA in 1940, how long would they take to copy it? The better example would be that Christopher Columbus ending up with a nuclear powered aircraft carrier, and trying to copy it.

    Anyway, I saw some V20 play on youtube, and the shields were 200. In V21 they are at 80, and apparently they are to be reduced to 60.

  7. Apparently these shields were designed to resist plasma though.

    The toughness of these shields could be explained from the Iceland Incident. The hull got vapourised, but droplets fell back down to earth. These droplets were sifted out of the soil and stored away. When the invasion started, this material was used to help reinforce the interceptors and create the combat shields. The material is held in a resin like formation, so degradation happens when the shield gets hit. It's only when Alien Alloys is researched that they get enough information to build body armour as well.

  8. Personally, I think shields should be flat-out removed. They were never designed to stop bullets, anymore than a helmet is.

    The smoke grenades have already have a reduced effectiveness. How long before the flash-bangs get dropped from the game as they make it too easy? After all, having a flash-bang go off where you see it is going to suppress you as well.

    What's next, decide that a soldier should be out of action the moment that he gets hit? That's real life too.

    It seems very weird that you can refit an aircraft with new materials to make it survivable against alien weaponry, but using the same alloys to create a tower shield to hide behind is impossible.

    We could just end up playing UFO: Enemy Unknown all over again if items get pruned from the game.

    Anyway, if you don't like shields, don't use them. Is anyone using force to make you equip your soldiers with this equipment?

  9. A shield mule can just carry the weapon in his back, drop the shield and equip his weapon for firing.

    As for leaving shields at dropships: Dropship is at position A, you are at position B. As the line between the two is clear, there is no problem in moving as fast as possible between the two points.

    I normally use only two shield soldiers myself, as scouts and at ship breaching. While goind through terrain, each shield-man gets a back up. There are two other teams that are more cautious in searching areas because they don't have the same protection, but they all meet up on the ship.

    What I don't want to see is shields being made more awkward just to make the game last longer.

  10. I'm surprised that there is no means of combating any psi attacks, as there must be some way of incorporating it into the game mechanics.

    Maybe some kind of chemical that effects the human brain which has to be regularly taken during combat. Makes you resistant to Psi effects but negatively effects accuracy and TU's. Perhaps something as simple as alcohol. Could you imagine the Xenonauts going into battle swilling vodka and having to remember to take a drink after so many turns?

    Or some kind of shield generator that covers so many squares that is very heavy so the trooper carrying it can carry little else.

    Or Psi-grenades which generate some kind of special EMP field over the map, but it can only be used on turns after psi attacks can be made. It breaks all mind control and suppresses the alien for a random number of turns due to the intense pain. It would be be like shining an ultra-bright light into a man's eyes that wouldn't hurt a blind man. after the 'grenade' is activated it is used up, so you need a good supply.

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