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Hi,

Just some alternate images to use in place of the bright red ones currently in the alpha. Just unzip and place the ones you want in the assets>uitextures>roles folder.

Assault.jpg

Sniper.jpg

The game defaults are Assault, Commando, Heavy, Rifleman, Sniper

The attachment includes the following,

A – Assault Rifleman

AC- Aircav

B – Breach Specialist/ Shock Troop

C- Commando

CQS- Close Quarters Specialist

CW – Chemical Weapons

D – Demolitions (Sapper)

G – Gunner (Support Weapons)

Gr - Grenadier

H – Heavy Weapons (Rocketeer)

I - Intelligence

Med – Medic (Field)

M – Mule (Ammo)

P- Pistolier

Psi – Psi

R – Recon (Scout)

S – Sniper (Marksman)

SP - Spotter

SW- Special Weapons

Unfortunately, only the ones already in as defaults are replaced. The others can be selected through one of the unused icons. Clicking that, and naming the new squad role will then give you the list of images to select.

http://rghost.net/41640190

Assault.jpg

Assault.jpg

Assault.jpg

Sniper.jpg

Assault.jpg.2c15514f9a901336b040ad9cdf2c

Assault.jpg.56299647d727dcf0d6a8b8f6e727

Sniper.jpg.d4aebb2ad624beeb14e2b0ccba24e

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You never used mule troops in other xcom-like games? Hell, its one of the best ways to max out you fire-power.

-Give all your blokes high-power weapons with low ammo to save on weight.

-Give one strong asshat tons of ammo and an 'okay' weapon.

So you end up with a team of powerful weapons and one weak one rather than a team of weaker weapons with one big one.

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You never used mule troops in other xcom-like games? Hell, its one of the best ways to max out you fire-power.

-Give all your blokes high-power weapons with low ammo to save on weight.

-Give one strong asshat tons of ammo and an 'okay' weapon.

So you end up with a team of powerful weapons and one weak one rather than a team of weaker weapons with one big one.

He he. Never. But I understand idea now. I rather will not use any mule soldiers :P.

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I've used the Mule in Xenonauts. A base attack in a secondary base, that had not got a lot of mission experience. Heavy Weapons a necessity, but not enough strength/APs to carry them, reload and have spare ammo.

Cue the Mule, with a couple more rockets spread out among the squad. The spare ammo was definitely needed, and the end result was three Xenonauts left standing, one wounded, and a mystery alien that was trapped in the walls somewhere. Late on the Mule picked up a weapon from a fallen comrade.

So, a good strategy to help maximise the effectiveness of your squad.

If anyone has any other roles they'd like to see added feel free to post them. It would be interesting to see what everyone does when making up their squads.

Recon.jpg

Sniper.jpg

Recon.jpg

Sniper.jpg

Recon.jpg.c3bfe37a9fbc86d0915138a78ddd5d

Sniper.jpg.b7fd5d58e9da438468a848cb12a22

Edited by thothkins

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Funnily enough, the one I did, but didn't add into the above, was -Psk which is short for Psink - the guy who is completely susceptible to psionic attack.

Since the aliens will nearly always target the poor sod first, it enables the rest of your squad to to track and eliminate the alien psionics with a reduced chance of getting hit themselves. As you say, he gets the non lethal weapons and equipment to carry.

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LOL. Heavy mule retard noob, with low psi defence :P. I think better is to have some cargo space in ship for additional equipment. In old X-COM You had many equipment on the floor.

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Unlike a mule, dropships can't move to where the firefights are the thickest and the ammo is the lowest.

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Yes, but I'd rather call it something like "supply". =)

No letter but an ammo belt running through the icon.

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Supply was the name it first had, but with Sniper, Scout (at the time), Special Weapons and Spotter I thought that "S" was getting a bit too crowded.

As for pics on the icons, they don't come out too well on the UI. The first one I tried had a weapon and a letter. It was too small to make anything out. I'll give it a look...

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Do post and let me know if they still work. I haven;t used them in a while :)

If there are any others you'd like, again just post.

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What's here is much better than what is in the game, but I'd suggest some changes down the line.

a) icons vs letters

b) have background colors for basic groups: light, heavy, support/special

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did you have anything in mind for icons. The images are pretty small. I tired doing a few things a while ago, and you could barely see them. Colour coding I'll have a look at.

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re: colors, I'd say your light blue works well for light weapons, your red for heavy, maybe light gold for support/specialist. alternatively it could be yellow for heavy, silver for support/specialist.

I would go with simple slightly exaggerated line art - something along the lines of fallout perks meets office clip art. A bonus is people can form their own associations with them, rather than try and remember acronyms. These are the ones I'd make off the top of my head (simplifying your list). It'd prob be best to have an actual artist do them. :)

light

----

Assault/CQB - shotgun shell

Pistolier - pistol

Rifleman - 3-4x loose 5.56 rounds

Assault Rifleman - 2x 5.56 rounds + little explosion aside

heavy

------

LMG - sandbag emplacement

Rocketeer - rocket in flight

Sniper - scope

support/specialist

--------------------

Breacher - shield

Ammo/Support - boxes

Scout/Spotter - binos

Demolitionist - explosion

Grenadier - grenade

Commando - beret

Capturer - stun baton w/ shock at tip

fun icons for people to associate as they will

--------------------------------------------------

fist

sectoid w/ crosshair

ninja

suit of armor

baseball

mushroom cloud

ammo belt

kicking foot

first aid cross

eyeball

etc

It doesn't matter to me whether these explicitly match game graphics, they conjure up a "feeling" for someone's role. e.g. someone might use the ninja for their commandos, someone else might use a fist for assault

Edited by erutan

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