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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Feature request #3650 Weapon range.
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This issue has been closed with status "Closed" and resolution "WON'T FIX".
Issue basics
  • Type of issue
    Feature request
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Progress
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
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  • Posted at
  • Last updated
  • Time spent
    2 days, 1800 hours
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Issue details
  • Resolution
    WON'T FIX
  • Complexity
    Not determined
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Description
[http://sourceforge.net/p/ufoai/feature-requests/165 Item 165] imported from sourceforge.net tracker on 2013-01-28 20:14:20

Concerning some weapons, as the pistol or the flamethrower for example, it seems to me that its max range is a bit short. And it seems strange to just have the shot disappear suddenly (in the pistol case).

While it makes sense that all fire arms have a max range that it's projectile can travel, perhaps this range could only serve as an indication of the limit within which the shot would be most effective (as in both powerful and accurate). Outside this range the shot would be easily dealt with by most armors, though still able to cause damage.

Filip
===== Comments Ported from Sourceforge =====

====== nobody (2007-03-06 12:32:44) ======

Logged In: NO

Great idea. It is very annoying when you know the selected player has a direct line of fire to the alien, but can't hit it because the weapon's range is just too low. I wouldn't mind if this would decrease the shot's efficiency; in most cases I do this, the alien is already wounded.

This would be especially cool for grenade launchers, because you may be able to shoot into places with decreased accuracy only (not that it matters; the blast radius is high enough).

Would be awesome if someone coded this!
====== gmckone (2007-04-16 06:02:48) ======

Logged In: YES
user_id=1119014
Originator: NO

Good points, did the original games stop giving you crosshairs for "out of range"?

Additionally shots that go off the map are treated strangely. A rocket launched on the farm map (Revelstoke which is a nice mountain city by the way, and not really an agricultural area) continues to fly and fly until you can't see it. (it keeps flying...) and then it detonates later (several seconds later) giving the impression of something close at hand exploding.

Tossing a grenade, which rolled off the map, had the appearance of it falling down a hole.

I propose that once munitions leave the map, they are gone, freeing the cpu for on-map considerations (no sound, no explosion etc.)

Thanks
Greg.
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