Jump to content

Dandywalken

Members
  • Posts

    9
  • Joined

  • Last visited

Reputation

10 Good
  1. Something that'd be neat as heck is if the mind control wasnt just "YOU'RE CONTROLLED/YOU'RE NOT!", but some degree of inflicted mind control that stacked if resisted the first time. It'd be evident by decreased LoS as the character becomes less able to focus, or messages regarding the character in question experiencing some serious confusion/mental effects. Having psionicsl be a resisted/not-resisted thing is reasonable gameplay wise, but if the engine permits you can do some really unique stuff with it I imagine. Let hallucinating not just be a message, but make the character taking random Overwatch attacks at nearby terrain/scenery to illustrate the slow loss of control as the alien achieves dominance etc. That accompanied with that decrease in LoS etc will demonstrate that the character isnt fully under your control, but in turn isnt fully dominated either... but they've become a liability until that stacking psychic dominance is relieved. EDIT: To above poster, yeah its technically working as designed... but I'm also of the opinion that that isnt a good thing necessarily. You cant really counter/prepare for it, and its random nature that operates without LoS feels primitive and just annoying IMO. But the community wanted it to be as such during development apparently, so the devs complied. Democracy has failed us
  2. LMFAO! Congrats! You and those who behave like you are one of the biggest problems with games of this genre, and most niche genres!
  3. I've had the same happen OP, and I honestly think it may just be particular tiles operating improperly in terms of LoS blockage for incoming/outgoing sight. Its most certainly an issue though
  4. This, and lore mods, are some of my favorite to read into and try out. Very nice mod!
  5. I'm almost 100% positive that mind control and other psionics are just flat-AP/TU costs that aliens with the appropriate class to use them can fire off every X-number of turns at cost. And by the rocket thing I mean... its a bit hard to describe. You're firing a rocket at a window from behind a small waist-high wall, or whatever height. Enough to provide cover. Firing at that window you'd assumedly be able to clear the other small wall thats 6 tiles ahead of you, or else your rocket would have had to be flying wildly off-course to hit the obstruction somehow. Instead, the rocket hits that small wall which it should have cleared, and rather than the rocket either hitting the window or hitting the wall near it, it instead has struck a small obstruction that it should have cleared. This is just due to how cover works though, and obstructions either blocking/not-blocking a shot I assume.
  6. The setting and mod potential are what I enjoy. By default, the attempts to stick so close to the old XCOM in terms of tactical combat etc (and willingly inheriting what many see as flaws/poor game design) just for the sake of re-living an old game are a detriment to enjoyment. So I mod to have fun. That people find things like "Rocket goes errant and hits small wall you're hiding behind instead of window you were aiming at" to be any sort of enjoyable memory rather than one frowned at and best avoided, and the whole "Mind control anywhere on the map" solely because it was in the original XCOM is silly in my opinion. Though these are no doubt features the community requested. These are memories that are somehow attributed to XCOM as a series, on the same level as base design and deep Geoscape gameplay. Why they are lauded somehow rather than felt best removed/modified, I will never know. EDIT: To below dude: JA2 kicked all sorts of ass. A magnificent game. Shame the tactical combat in Xenonauts cant be a bit more like it, but then again... you never know. The modding potential is absolutely tremendous!
  7. Plus alot of characters in the game would use that weapon, naturally
×
×
  • Create New...