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anotherdevil

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  1. Ok I have some thoughts to contribute, mainly to the earlier posts. Here they are, and sorry for more text to read: I agree with Gauddlike here, you should definately get more experience for hitting your target. However there are also the times when you want to blow a hole in a wall, and obviously your soldier still has to hit that wall for that to happen... Re: linking stats The idea for this I believe was more that those stats were more often than not interrelated. Like accuracy and reactions, where getting reaction shots would influence your accuracy stat if you hit as well... I think people are thinking of exp as a random stat, rather than experience. What I mean by that is the experience that soldiers go through. If you crouch down in cover and shots fly over you, that should apply to bravery, especially if that soldier then pops up and returns fire! If you run into a room with 3 aliens and kill them all, that should also increase bravery, because somehow you managed to defeat incredible odds. If you decide to run out of the room and two of the aliens shoot at you, and miss, that could go to reactions instead (them missing you). That sort of thing. I really like this idea of some stats increasing overall with more missions. You become battle hardened, you gain knowledge of how things work, even if you didn't participate in all the action, presumably you talk to the rest of the squad after. This can lead to increases in all sorts of stats, like bravery (people telling you how easy they killed aliens etc.), resilience (seeing the injuries of others, and then them coming back to duty), action points (people goading others on for not being in the thick of it), strength (hitting the gym after the mission to work off any injuries), reflexes (time spent in a combat course), hell probably them all if you really wanted to!
  2. The mysterious black box of the alien craft, just really really large =p
  3. Join the armed forces, travel to places, see the aliens, blow them up! Or alternative last line; get the probe!
  4. You're kidding right? It's not like this is set in the real world... =P And Sathra, when are weasels never involved in plots with masers in them?
  5. You guys are mean. I used to send those men home, with their tales between their legs, to tell their wives and children that they just weren't good enough! Arguably that's meaner I guess...
  6. And then they get confused because they suggest something, but it turns out Gazz suggested it 2 pages, 12 posts and 4000 words before, just no one got that far through reading it... =P
  7. Hello all, This is a follow in from this thread: http://www.goldhawkinteractive.com/forums/showthread.php?37-Submit-mascot-representative-for-marketing-purposes/page5 Basically looking to see if anyone can come up with some nice, period specific, posters or art that might help tell the story of an impending alien invasion. See the original thread for some ideas! Happy posting!
  8. I quite like it actually, the fallout shelter redistributed. Just make it look like someone tagged it and then there is no reason the xenonauts ever need be mentioned. The FMV trailer, well maybe not that. I wonder if Chris has any advertising thought up yet? Will make a thread on it And I don't think there is a problem with standing on fallout's toes, after all their marketing is just that, it's not their game, so I don't see why they'd have any problems. Plus make sure any posters etc. are more 70s specific, not futuristic 50s and you should be fine!
  9. I think you guys are taking the mickey! Though I'm not exactly sure of whom, but I feel it might be me... =P
  10. Damn those mysterious red barrels all farmers seem to keep lying around! =p
  11. But then you may want a sergeant, but the only one available may only be good at melee, where the one you lost, the one you really need a replacement for was a sniper. Better to mould a fresh trooper to your liking (who'll go up levels faster) than have a well levelled trooper with no skills you want...
  12. See guys, told you! Totally plausible! =] Damn nay sayers! =p
  13. How about... wait for it... wait for it... wait for it a bit longer... TELEPORT GUNS! Low ammo (costs a lot of power to teleport), and short ranged (it's really powerful tech, but very cumbersome) You shoot someone and then you choose to teleport them closer or further away (either putting them out of cover, or bringing them to the wrong side of cover for instance). This way there is no extra animation needed (other than a white light etc) and the unit will just appear in the same pose they were last in, and then modify from there! Doesn't fix the problem for the falling animation when you teleport them off the roof top though I guess... But still! It could even give you a reason to shoot your own men! (instant flanking by teleporting through that wall over there? Imagine breaching an alien ship through a wall, without HE Sathra (not that that would ever occur to you otherwise), or even better, imagine teleporting HE inside a ship! (ok blaster bomb problems here, but come on! Teleporting!)
  14. Later on in the game you could just make the ability to hire corporals? they essentially cost $10,000 more (or whatever) and are a few points more accurate. That removes the intermediate training thing. You could even explain it by having the same person in both forms. In corporal form he costs more and takes a week to arrive, and has better stats, in rookie form he arrives the next day, but is terrible!
  15. Or something with some Sci-Fi explanation of some sort or another. Something like: "the thermo-translucent gamma coils in the firing chamber produce a beam of bright light and photon energy that hyper-compresses the intervening air particles, erupting them in front of the target, causing a sudden, and violent burst, forcing the target backwards." I have no idea what that means, and I'm fairly certain it makes no sense whatsoever, but it kind of sounds plausible doesn't it?
  16. Yeah but that would be very out of character with the rest of the game Wolfpox. Dont forget Elydo, that there is also the opportunity with knockback weapons to knock enemies out of cover (negating a whole lot of the cover save). Also original forum where this spawned from is here: http://www.goldhawkinteractive.com/forums/showthread.php?47-Breaking-enemies-out-of-cover. I agree though, I personally like the idea of knockback specific weaponry. After all, ballistic weapons don't really do it, and laser and plasma guns, I guess they can do whatever the devs want, but realistically I don't think they would either. So therefore specific weapons that allow knockback as opposed to damage (with the potential to cause damage however) would be a nice tactics changer. Also balance against melee units? Well perhaps it only pushes them back a certain number of spaces. And perhaps it doesn't have to cause damage at all, even when making them hit a wall (if they fall off a roof though that's different). Perhaps these knock back weapons could be the stun gun thingys, so you have a chance to knock the enemy back, and any damage done also stuns. That way larger enemies who would not get knocked back, could still be stunned this way, and you wouldn't have to run up to every melee enemy with a stun baton to stun them! Thoughts?
  17. If your country is under alien control, it may in fact make you want to join the Xenonauts even more!
  18. Yeah that'll avoid confusion too, as to why something costs more than the same thing (essentially) elsewhere
  19. Damn =P oh well at least there is some food for thought about the knockback of guns!
  20. As a fix to this, you could perhaps tell the game that if the unit moves beyond the cover (as in the player has told them to move up to cover, over it and move on all in one button press) then the soldier should not duck into cover before vaulting. That way the soldier would only duck into cover if he was told to stop by cover... Yay! @Sathra, it was Tweakd's idea, I just helped refine it Oh No! Do you not have backups of the animations? @Sathra, I think turning while kneeling anywhere costs more, after all it's harder to shuffle round while crouched than it is while standing
  21. Perhaps when it does splash, it automatically splashes in all directions (essentially splashing up and over the cover). That way it could go over cover, but something like a tall wall is too high, and it ends up just splashing back on itself?
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