GizmoGomez Posted July 30, 2013 Share Posted July 30, 2013 Nutshell Idea: Add an unlockable flare-like item "electro-flare" that semi-replaces the flares used in night missions. Details: This new flare-like item "electro-flare" would: a) emit light in a significantly larger radius than normal flares b) last forever, as in, does not burn out c) be recoverable and reusable in the ground combat (throw it, walk on top of it, pick it up, throw it again) d) not be available by default in unlimited quantities during night missions This item would be unlocked after a certain research project (I'm thinking Alien Electronics, but I'm open to suggestions) and would thereafter be available in unlimited quantities in the soldier equip screen, under grenades. This item would not remove flares from the game; flares would still be available in unlimited quantities by default during night missions. Reasoning: The current flares are more useful for spamming; they are unlimited in quantity, they last a relatively short time (only a few turns, right? Correct me if I'm wrong), and they come by default any time you'd need them. They are always there and they are useful. However, we can do better than that once we have our hands on some alien technology, right? I was thinking, wouldn't it be fun if we had a throwback to the original UFO:EU and added electro-flares like they had in that game? Of course they'd have to fit the balance, and not be somehow overpowered or "the thing to use" all the time; they're designed to basically replace flares, but with a cost, meaning that normal flares may end up being the best option. Here is a breakdown of the main differences, the "better" thing being in italics: Flares /vs/ electro-flares: Normal light radius / / Significantly larger radius Burns out / / never burns out No weight or pack space / / Has weight (1kg) and requires pack space (1x1) Always there when needed / / has to be given soldiers in soldier equip screen Unlimited quantities / / Limited quantities Cannot be reused / / Can be reused (This last one is a moot point because you can simply use another new flare, as they are unlimited. In fact, using a new flare could be preferable to reusing a previous one because recovering an electro-flare takes away the light.) The drawbacks would balance this out, making it less likely to completely replace the normal flare in every situation. Only if you wanted to use up space/weight could you get them. Plus, they'd be unlocked after an alien research project, so it's not like you didn't work to get them anyway. Also, with deadlier aliens appearing as the game goes on, a little help in the night combat through a better flare would be welcome, wouldn't it? Conclusion: I think this'd be a brilliant addition to the game; it would show that we (the Xenonauts, and all of humanity, really) are developing all areas of our technology, not only our offensive weapons, armor, and aircraft. We are even making our light sources better due to the alien technology. Plus, it'd be a direct throwback to the OG, which I'd appreciate, and I'm sure others would enjoy it as well. Ha, we could even use roughly the same electro-flare design (image wise) as the OG did (designed to look Xenonaut-y, of course). In fact, I'd recommend that. Anyway, thoughts? Would this be useful in/worth it to add to the game? Would you replace flares with electro-flares in every circumstance, and would this be a bad thing? EDIT: In case anyone cares to see what the original electro-flare was, here's the UFOpaedia page: http://www.ufopaedia.org/index.php?title=Electro-flare Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 30, 2013 Share Posted July 30, 2013 (edited) I've had a stab at this idea before, within the limits that modding will allow. There would need to be two changes to allow electro-flares as you envisage. 1) Flare burnout time is currently a universal value, held in config. This would have to change to a local value, and be moved (probably to weapons_gc). 2) The "flare" type would need to have an additional local variable. Probably something like pickUp="1" or something along those lines. Edited July 30, 2013 by Max_Caine Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted July 30, 2013 Author Share Posted July 30, 2013 Yeah, I figured these would be issues (at the moment). That shouldn't be to difficult to code, though, right? Or would it? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 30, 2013 Share Posted July 30, 2013 (edited) Well... the gc programmer would need a good reason to do so. Basically, you need to make the case that the gc coder's (Sergey?) time is better spent adding this functionality than it is chasing down the persistent hidden movement camera bug. EDIT: I expect the flare is primarily governed by the lighting algorithm, so it would depend on altering the code that controls lighting. As other have complained about slowdown, this would probably be an ideal time to stick your oar in, so the gc coder can look at the request while examining the lighting coding. Edited July 30, 2013 by Max_Caine Quote Link to comment Share on other sites More sharing options...
xcomnaut Posted July 30, 2013 Share Posted July 30, 2013 (edited) Nutshell Idea:Details: This new flare-like item "electro-flare" would: a) emit light in a significantly larger radius than normal flares b) last forever, as in, does not burn out c) be recoverable and reusable in the ground combat (throw it, walk on top of it, pick it up, throw it again) d) not be available by default in unlimited quantities during night missions In very diplomatic way GizmoGomez explain how flares should work Me too would like to see this in game. edit: I think there is some engine limitation which explains why this wasnt implemented in the first place. I edited flare lasting time to 99 turns and doubled light emit radius. After droping 5-10 flares I got huge FPS slowdown. Edited July 30, 2013 by xcomnaut Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted July 30, 2013 Author Share Posted July 30, 2013 Yes, as Max_Caine said, the lighting algorithm is having issues apparently, and the GC coder (yeah, I think it's Sergey) should probably take another look at it. I can't imagine it'd be too difficult, engine wise, to handle making certain tiles visible, especially since the day missions work well. It just needs to be debugged, that's all. As this debugging goes on, though, adding a limitless flare option would be nice. Ideally we'd be able to pick up the flares and throw them again as well, but if that isn't possible with the way grenades work at the moment perhaps it'd be enough to simply have them last forever and give off more light. Quote Link to comment Share on other sites More sharing options...
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