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V2.08d - Cleaner mission; can't pick up unconscious leader


Emily_F

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Yeah there seems to be an issue with the way the cleaner leader is setup right now. The problems seems to be that the loaded model for the leader is a civilian template(which iirc doesn't spawn a body item), as such it's not generating a body after it has been killed/incapacitated. We'll get this one fixed, thanks

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Their seems to be a problem with this type of mission, as you have to clear out the back pack of one of your soldiers, to be able to pick up the VIP, when will the animation for a fireman's carry be installed into the game as to make this more realistic, and have the VIP's body draped over the shoulder of one of your strongest personal.

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6 hours ago, Ruggerman said:

Their seems to be a problem with this type of mission, as you have to clear out the back pack of one of your soldiers, to be able to pick up the VIP, when will the animation for a fireman's carry be installed into the game as to make this more realistic, and have the VIP's body draped over the shoulder of one of your strongest personal.

I can bring this up with the team and see what they think, might become an added feature in the future, thanks for the suggestion!

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On 11/3/2023 at 6:22 AM, Kouki said:

Yeah there seems to be an issue with the way the cleaner leader is setup right now. The problems seems to be that the loaded model for the leader is a civilian template(which iirc doesn't spawn a body item), as such it's not generating a body after it has been killed/incapacitated. We'll get this one fixed, thanks

Civilian template should spawn body item as usual.  It looks better when  we see dead bodyes,  and it allows some  other interesting missions.

Strike alien (cleaner)  base to save civilians live or dead. (dont allow aliens take/keep even dead body for processing)

Edited by gG-Unknown
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9 hours ago, bonerstorm said:

Just ran into this bug. You can still kill the leader by Control-Click firing at the floor where their corpse should be.

Yep this is one of the possible workarounds at the moment, you can also throw a grenade at the body to kill it.

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8 hours ago, Pietje666 said:

Don't know if it's already done, but I agree that civilians should leave a body on the floor. That way you can save civilians in terror missions so they won't be killed. Or if they are killed, then you got a visual reminder. 

It would also be really nice to have some way of knowing whether a unit can be saved once they drop and an ability to affect the outcome with medical care.
 

It is pretty annoying to put in all the effort of dragging a downed guy back to the chopper on a Cleaner mission just for RNG to arbitrarily decide whether he lives or dies after the fact.

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  • 3 months later...
20 minutes ago, nora10 said:

Hi,

it's frustrating to invest time and effort in rescuing a downed unit, only to leave their fate to chance. Implementing a system where medical care can influence their survival would add depth and realism to the gameplay, making each rescue mission more meaningful and rewarding. Letting players actively engage in saving their comrades would enhance the overall experience and satisfaction of the game.

Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved. 

While we're at it @Chris , the weight increase in the medikits has become prohibitive.  Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage?  

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42 minutes ago, Emily_F said:

Yeah, it would be good if the advanced medikit had a chance to revive a soldier on the battlefield but they remain unconscious for the rest of the mission, but you know they've been saved. 

While we're at it @Chris , the weight increase in the medikits has become prohibitive.  Perhaps the introduction of a mini medikit that just fixes bleeding wounds should be introduced that is significantly lighter so can be equipped by most troops, with the full heavy medikit able to repair damage?  

I think weight increase was done to make it more prohibitive in the first place. It's boring if everyone can patch themselves up.

I'd debuff first aid even more. Maybe make the 25TU cost we have now just stop one bleeding, and make it a separate action to heal HP after that. (Maybe 2TU per 1 healed HP) 

 

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