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Found 2 results

  1. Hi all, Firstly, and mainly to the developers: I think that having GUI support for multiple ammo types would be awesome, and definitely should happen, if only for the modders to play around with. Everyone agrees that it would be very, very, very nice to have. Because we are having a UI change, before we implement the new UI support for multiple ammo types could be added (if it hasn't been added already ). But, seriously, if you take nothing away from this entire post, please add GUI support for multiple ammo types, even if you don't end up using it in the vanilla game. The entire modding community, and probably a great deal of the normal "non-modder" community, will thank you for it. Secondly, I would actually like there to be multiple ammos in the vanilla, un-modded game. The original X-Com had it, and I liked it a lot. It made the player need to choose what to bring on the missions, and what to leave behind. In this game, it would become even more of an important decision, because there's no equipment storage in the dropships like there was in the OG. So, you will have to choose what to take and what to leave behind, not knowing what'll come in handy, and only having the room in your backpack and belt to fit it all. I think it would add a TON to the ground combat (which is, of course, the main focus of the game; an awesome, immersive, enjoyable ground combat). Because every tier has basically the same weapons in each, just upgraded, I kept all of the tiers ammo types into the following five categories: -Armor Piercing "AP" (standard round, best armor mitigation available), -Hollow Point "HP" (high damage, but very lacking in armor mitigation), -Incendiary "I" (adds incendiary damage), -High Explosive "HE" (small radius explosion, splash damage), -Stun "ST" (deals stun and/or EMP damage in addition to, or in place of, normal lethal damage). Ballistics: Lasers: Plasma: MAG: Some things to note: -Not every type would/should be available to every weapon type. Only the weapons that make sense should get it, otherwise it'd simply feel cluttered, I think, and be a waste of effort. -This would necessitate the moving of various weapon attributes, such as accuracy, effective range, etc. to the ammo itself. Otherwise we couldn't balance the different ammo's properly. This (in my opinion) should happen anyway, even if we don't include multiple ammo types in the vanilla game, since it would make modding multiple ammo types a whole lot easier too. Now, these aren't the only options available. I just wanted my suggestions to be kept simple and useful; remember, I want to create a compelling argument for multiple ammos in the Vanilla Game (meaning not as part of a mod, but included in the actual game). A huge variety of ammo types would get too confusing, and be too difficult to balance. This is why I added that not every gun would, or even should, have all ammo types available for it. Only the ones that actually make sense should be made for it. Also, I limited myself to only five ammo types, and tried to fit each ammo into one of the types. Where it wouldn't make sense for a type to be there (laser incendiary, for example) I cut it. Also, any that didn't fit into one of the five times was cut as well. I made each tier;s ammo types continue to be more or less a straight upgrade from the one before it, because that's what the dev's are pushing for. Anyway, what do you think? Which ones sound the most useful, which ones the least useful, how would it affect balance, is there one you foresee becoming the best out of all in all situations, any that are simply superfluous? Please, discuss. Thanks for reading my long post! PS: If you have additional reasons for multiple ammo types to be in the vanilla game that I didn't cover, please post them below. I want this argument to be as compelling as possible. Thanks!
  2. So, basically, you know how the grenade quick-slot works? You right click it, and you can select which grenade to use. Well, how about we extend that to ammo types as well? Obviously, we can do that with the quick reload slot (for rockets, at least, right?) (If we can't, we should be able to. I simply can't remember at the moment. ) So, we have (or can have) the grenade quick-slot functionality in the ground combat GUI, simple right click popup box. But then, what do we do for the main issue, equipping our troops with them in the soldier load out screen? Simple, we do the same thing! Simply right click on the ammo in the equip screen, and you can select a new one that will then take the old one's place, until you right click it again and swap it for yet another one. One idea, we should have the weapons in the load out screens be equipped empty as default (with a big red EMPTY sign over the gun icon so we don't forget to load it). This would allow us to load rocket launchers with whatever rockets we want initially, and if we have multiple ammo types we can select whatever ammo type we want to be loaded into the gun. Plus, this makes sense from an in-universe point of view, doesn't it? I mean, we don't store weapons in an armory with the magazines loaded in them.
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